jdexforwords
09-04-2006, 09:05 AM
This topic might be a bit tricky to get the whole idea at the first sight, but I appreciate it if you could spend time on understanding what I meant to say.
When I setup the arm, I want to have them an ability to switch between IK and FK back and forth. I use classic 3 arm blending way. Then I write a script in order to snap IK and FK. From IK to FK is easy one, but FK to IK is tough.
I can do something like this. PointConstraint the IK control into FK wrist. delete the constraint. PointConstraint PoleVector control into FK elbow. then delete it. It actually snaps from FK to IK pretty nicely, except for one case, and this is my point.
The way I mentioned works only when FK_forearm joint was rotated in hinge axes. But most of the case Animator want to have a ball joint in FK elbow area, rather than hinge joint.
I have been thinking alternative way, but it seems logically impossible. As long as Maya uses RPsolver, which stands for Rotate Plane, IK chain can't snap into FK rotation accurately. Did you get my point?
So my question is what's the solution for that? I know one solution would be to limit the rotation axes of FK elbow so that it would act like hinge joint. But that's not what I want. I don't think all of big production limits their FK elbow. There must be some ways.
Any thought would be appreciated.
When I setup the arm, I want to have them an ability to switch between IK and FK back and forth. I use classic 3 arm blending way. Then I write a script in order to snap IK and FK. From IK to FK is easy one, but FK to IK is tough.
I can do something like this. PointConstraint the IK control into FK wrist. delete the constraint. PointConstraint PoleVector control into FK elbow. then delete it. It actually snaps from FK to IK pretty nicely, except for one case, and this is my point.
The way I mentioned works only when FK_forearm joint was rotated in hinge axes. But most of the case Animator want to have a ball joint in FK elbow area, rather than hinge joint.
I have been thinking alternative way, but it seems logically impossible. As long as Maya uses RPsolver, which stands for Rotate Plane, IK chain can't snap into FK rotation accurately. Did you get my point?
So my question is what's the solution for that? I know one solution would be to limit the rotation axes of FK elbow so that it would act like hinge joint. But that's not what I want. I don't think all of big production limits their FK elbow. There must be some ways.
Any thought would be appreciated.
