Hey Guys.
I just posted a quick vid showing how to setup an FK IK switch using the built in blending features. long ago are the days of creating three separate joint chains.
tutorial: FK IK Switch
the Idea is to animate using the IK controllers while also keying bone rotations. then, blend to FK and polish those FK rotations. the IK controller is merely a helper object.
tutorial: FK IK Switch
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- Posts: 304
- Joined: 16 Feb 2010, 14:18
Re: tutorial: FK IK Switch
thanks a lot,it's very useful^^
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- Posts: 16
- Joined: 30 Nov 2009, 18:38
Re: tutorial: FK IK Switch
no problem, just remember to not set position keys on the bones themselves. that can get ugly quick. And as always, envelope the mesh to nulls that are constrained to the bones. Doing so will alleviate the need (for the most part) of needing individual FK controllers to control individual FK bones. the bones ARE the controllers essentially. You can also add all the stretch controls you need very easily, on one chain. use Custom attributes as multipliers in the expression to turn things off or control the stretch between FK and IK.
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