GallenWolf
03-23-2006, 01:27 PM
Hey all!
I am testing out a 3-bone IK/FK switching rig for the arms (I have attached the Max files and callback script for maxers), and I'm wondering how you guys handle these issues:
1. When the animator makes the switch from FK to IK (or IK to FK), the animator is not supposed (well at least IMO!) to move the IK handle at the frame the switch is made, but if the animator does, the animation will jump between frames. How do you guys solve this? Check the frame to see if it is the frame that makes the fk/ik switch and freeze the position so it cannot be moved?
2. When I swap between IK and FK modes, I have a call back script that determines the current mode of the rig (ik or fk) and updates the scene's control objects automatically. I.e. when I press the play button, if the rig is in FK mode, only fk objects appear, when it is the IK section, it only shows the IK controls. Question is, should this be the way, i.e. via a callback function or is there a better (less cpu intensive) way to do it?
3. I'm not a rigger - still learning, so please do understand if my scripts and stuff suck bad!
For max users: The file I've attached has a 3 bone setup, and is already in FK mode. Please grab and rotate the handles, animate etc. The point helper with the text sign has two buttons, for switching between FK->IK and vice versa. Just click the buttons to setup the jump. Run the attached maxscript (it is a callback script) to see the fk / ik controllers appear and dissapear as you scrub the time line. The final max file is the custom attribute definition, once again, sorry for the horrible code inside!
Thanks in advance!
Alvin
I am testing out a 3-bone IK/FK switching rig for the arms (I have attached the Max files and callback script for maxers), and I'm wondering how you guys handle these issues:
1. When the animator makes the switch from FK to IK (or IK to FK), the animator is not supposed (well at least IMO!) to move the IK handle at the frame the switch is made, but if the animator does, the animation will jump between frames. How do you guys solve this? Check the frame to see if it is the frame that makes the fk/ik switch and freeze the position so it cannot be moved?
2. When I swap between IK and FK modes, I have a call back script that determines the current mode of the rig (ik or fk) and updates the scene's control objects automatically. I.e. when I press the play button, if the rig is in FK mode, only fk objects appear, when it is the IK section, it only shows the IK controls. Question is, should this be the way, i.e. via a callback function or is there a better (less cpu intensive) way to do it?
3. I'm not a rigger - still learning, so please do understand if my scripts and stuff suck bad!
For max users: The file I've attached has a 3 bone setup, and is already in FK mode. Please grab and rotate the handles, animate etc. The point helper with the text sign has two buttons, for switching between FK->IK and vice versa. Just click the buttons to setup the jump. Run the attached maxscript (it is a callback script) to see the fk / ik controllers appear and dissapear as you scrub the time line. The final max file is the custom attribute definition, once again, sorry for the horrible code inside!
Thanks in advance!
Alvin
