michaelb
06-16-2004, 02:02 AM
Hi,
I just noticed that Colin Cohen put a new plugin up on his Web site ( http://cohen-plugs.tripod.com/ ) called "FK Goals." Here is his description: "FK Goals, designed specifically for non-full-time IK usage, keys an FK rotation and snaps all goals of the IK chain back into place so that you can continue to use IK on the chain. When used in combination with IK Key, it becomes the foundation of a hybrid IK/FK system that will allow you to use IK and FK on the same set of bones on the same frame. To snap all the goals without creating an FK rotation key, turn off Key Current Object." It seems that this might be a new way to switch between IK and FK without having to use expressions or extra layers of bones in a character rig. Could someone who has more experience take a look at the way these two plugins function and compare them to a rig setup that uses three separate layers of bones (ex. http://www.lwhub.com/ikfk/ ) to give a similar effect? Wouldn't a setup that uses lots of expressions be harder to animate and slower in system response time? Then on the other hand, would layered bones and expressions give you more control in the long run? I would be curious to know what you think. I was wanting to construct a more versatile arm rig and if these new plugins work well, I might make them an important part of the whole setup.
Thanks,
Michael B.
I just noticed that Colin Cohen put a new plugin up on his Web site ( http://cohen-plugs.tripod.com/ ) called "FK Goals." Here is his description: "FK Goals, designed specifically for non-full-time IK usage, keys an FK rotation and snaps all goals of the IK chain back into place so that you can continue to use IK on the chain. When used in combination with IK Key, it becomes the foundation of a hybrid IK/FK system that will allow you to use IK and FK on the same set of bones on the same frame. To snap all the goals without creating an FK rotation key, turn off Key Current Object." It seems that this might be a new way to switch between IK and FK without having to use expressions or extra layers of bones in a character rig. Could someone who has more experience take a look at the way these two plugins function and compare them to a rig setup that uses three separate layers of bones (ex. http://www.lwhub.com/ikfk/ ) to give a similar effect? Wouldn't a setup that uses lots of expressions be harder to animate and slower in system response time? Then on the other hand, would layered bones and expressions give you more control in the long run? I would be curious to know what you think. I was wanting to construct a more versatile arm rig and if these new plugins work well, I might make them an important part of the whole setup.
Thanks,
Michael B.
