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d0c
11-03-2003, 03:55 PM
hey i've always animated using IK .. never used FK before.. so i got this ik joe rig .. i know how to switch between the two .. but i noticed if i key anything with ik and then switch to fk the leg jumps back .. can someone tell me how to go about animated and switching between the two .. i feel kinda stupid :) but i have to ask

thx

AndyBa
11-04-2003, 10:02 AM
What software are you using?

d0c
11-04-2003, 02:24 PM
damn i wasnt realizing i never mentioned that..

maya 5.01 ..
:D

Herbal_Ice
11-17-2003, 03:46 AM
i'm actually intersted in knowing that answer myself..

i been messing around with that GI joe rig .. for maya

Morganism
11-18-2003, 02:50 PM
This might be a dumb question, but are you keyframing the FK_IK attribute? Key it to 0 when you want FK and 10 when you want IK.

posetopose
11-18-2003, 04:27 PM
I think people are confused about the use of this function more than anything.

IK-FK is an essential rig feature nowadays. Many times you will need to switch between both several times in order to achieve the motion you want.

IK is like using a marionette, you pose the joints by moving the end of a limb. FK is like using a sock puppet, you rotate each joint in succession to create your animation.

I like FK ALOT better....great for overlap, arcs, etc...but if you need something to stay in place, like a foot during a walk, you have to use IK.

So, let's say we've got some guy on a diving board, and we're going to animate him jumping off and flailing madly before landing in the pool. So we do the first part, up until the jump, with IK, then we key our FK>IK switch, move forward a few frames, reverse the switch (so it's on FK) and key it, and then animate the FK legs kicking and flailing about.

The reason why the leg snaps back to it's original position in FK mode is that this is the "zeroed out" position for those controllers. What you'll need to do is this....

If you are keying the switch over a 10 frame period, go to the first frame in that range, where the IK is just starting to lose its influence and pose the FK so it matches up with the IK. Now, over the rest of the switch range, slowly blend your FK animation away from the IK, and viola...IK > FK switch.

There will be times when you'll need to blend over a much shorter time period, and in retrospect, 10 frames seems like a bit too much. I think the blend range should be as reasonable short as possible, as it forces you to deal with a function that affects your motion in a non-artistic way. Experiment!!


Cheers,

Greg

www.greglemon.com

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