Snape
11-21-2006, 10:58 AM
Hello all,
I have been working for some time now on the possiblity of creating an fk/ik arm rig with only one bone chain.
Although I havent finished (and for all I know I never will) at least I have finally found a way to control the arm in the viewport via the hand control and both upper and lower arm controls.
My script doesnt take care of adding keyframes yet so it wont animate properly if you try although some of my previous tests did seem to indicate it should.
I know from relentlessly searching cgtalk that lots of people would like a solution, and I know from my own animation experience that it would make life a lot easier. I also know there is a high possiblilty that my approach has been attempted by many far more experienced 3D artists than me.
So if you are interested please download my scene, open it and run this script and see what you think (and if youve seen it all before, maybe save me some time and put me out of my misery):
------------------------
deleteAllChangeHandlers()
when select $Hand_control changes do
(
if $==$Hand_control do
(
select $IK_Chain01
max unlink $
$Hand_control.pos=$IK_Chain01.pos
$IK_Chain01.parent = $Hand_control
$IK_Chain01.controller.enabled=1
select $Hand_control
)
)
when select $Circle01 changes do
(
if $==$Circle01 do
(
select $IK_Chain01
IKChainControl.action.setPrefAngles ()
$.controller.enabled=0
IKChainControl.action.assumePrefAngles ()
select $Circle01
)
)
when select $Circle02 changes do
(
if $==$Circle02 do
(
select $IK_Chain01
IKChainControl.action.setPrefAngles ()
$.controller.enabled=0
IKChainControl.action.assumePrefAngles ()
select $Circle02
)
)
--------------------------------
Thanks for looking.
Spencer
I have been working for some time now on the possiblity of creating an fk/ik arm rig with only one bone chain.
Although I havent finished (and for all I know I never will) at least I have finally found a way to control the arm in the viewport via the hand control and both upper and lower arm controls.
My script doesnt take care of adding keyframes yet so it wont animate properly if you try although some of my previous tests did seem to indicate it should.
I know from relentlessly searching cgtalk that lots of people would like a solution, and I know from my own animation experience that it would make life a lot easier. I also know there is a high possiblilty that my approach has been attempted by many far more experienced 3D artists than me.
So if you are interested please download my scene, open it and run this script and see what you think (and if youve seen it all before, maybe save me some time and put me out of my misery):
------------------------
deleteAllChangeHandlers()
when select $Hand_control changes do
(
if $==$Hand_control do
(
select $IK_Chain01
max unlink $
$Hand_control.pos=$IK_Chain01.pos
$IK_Chain01.parent = $Hand_control
$IK_Chain01.controller.enabled=1
select $Hand_control
)
)
when select $Circle01 changes do
(
if $==$Circle01 do
(
select $IK_Chain01
IKChainControl.action.setPrefAngles ()
$.controller.enabled=0
IKChainControl.action.assumePrefAngles ()
select $Circle01
)
)
when select $Circle02 changes do
(
if $==$Circle02 do
(
select $IK_Chain01
IKChainControl.action.setPrefAngles ()
$.controller.enabled=0
IKChainControl.action.assumePrefAngles ()
select $Circle02
)
)
--------------------------------
Thanks for looking.
Spencer
