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marcorabellini
07-15-2007, 02:16 AM
I've been struggling with this all day and can't figure it out. I've rigged an arm and would like to be able to animate both with IK and FK. However, when I move the hand, the FK "droops" and tries to stay in the orientation of the start position. I've tried all sorts of hierarchy setups and priority set ups and still can't get it to behave.

What I'd like to know is:
1. What drives the rotation of the FK?
2. Is there a solution for this?

Thanks,
m

LucentDreams
07-15-2007, 04:43 AM
what drives th rotation for the FK is the FK. you keyframe the joints themselves. its returning to that original post because thats the post it has theres no keyframes telling it to do anything different.

Kuroyume0161
07-15-2007, 05:00 AM
Basically, FK (forward kinematics) is rotating each bone/joint with influence to children but no influence on parents (when you rotate the upperarm, the forearm, hand, and fingers all follow but not the collar, chest, etc.). IK (inverse kinematics) is translating an effector on a chain whereby the chain attempts to rotate toward the goal (you translate the hand and the forearm, upperarm, possibly other parts follow).

It is hard to do both simultaneously as IK is a continuous application (it is always seeking the goal) and FK is a momentary application (just set the rotations). Usually, people animate using both by switching between them in the process (turn off IK at some frame to do FK and so on).

I'm not providing much help, just explanatory information.

LucentDreams
07-15-2007, 05:11 AM
setup selection objects with the hand joint and the IK controller that way you cna record the rotation on the FK at the same time as the position and rotation on the FK.

marcorabellini
07-15-2007, 03:43 PM
Thanks for the replies. I've never done CA before so, while I've read a lot about it, in practice things are always different. I was playing around more with this last night and realized that I need to animate in IK to keep the bones oriented. Then, when I need FK, set a keyframe for those bones where they are at that point and animate from there.

Seems like that's what y'all are saying as well.

Again, thanks for the messages. I'm starting to get it... ;)

m

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