Zeusbwr
08-22-2007, 06:36 PM
Now i am having a bit of trouble. So far everything in this DT Character Setup DVD has made sense, and my migration from XSI is going well (same concepts, etc), however i cannot seem to make my IK FK Blend work the same as the DT one. Im not sure if its a difference of Maya versions.. but to the best i can tell im following exactly what he does.
The problem, is simply getting IK/FK blending working on bones. The way it seems on the DT DVD, is that he basically takes two bones, puts an RP IK handle on them, and then point constraint the IK Handle to a Control of some sort.
Now up to this point i follow exactly, however, when he turns FK on (by disabling IK in the IK Handle), and rotates the joints, it appears as if the IK Handle stays with the Control, so that when you blend back to IK, you go where the IK Handle is. That is not the way it is for me.. For me, when i turn FK on, and rotate the bones, the IK Handle follows, and when i turn IK back on, hoping for it to "blend", it just sort of snaps weirdly but doesn't move, because the IK Handle followed the FK Bones.
Anyone have any idea whats causing this? Or what i am doing wrong?
*edit*
Just to make it more clear, here are my steps to make the IK/FK Blend:
1.) Draw three joints in a small arc.
2.) Activate the IK Handle, hit Reset to make sure theres no weird settings, then Draw it from the first to the last joint.
3.) Create a Polygon Cube and snap it to the last joint.
4.) Select the Cube, then the IK Handle, and apply a point constraint. And for fun, test it to make sure it works.
5.) Now select the IK Handle, and under its IK Blend attribute, change it to zero.
6.) Now the bones are green (FK mode correct?), grab the 2nd joint and rotate it.
Here is where i think i screwed up, because the IK Handle follows the joint i just rotated. I can go in further, and drag the IK Blend attribute back up to "1", and it does not blend anywhere, it does not even move. Remember, its still point constrained. It only moved now, when i select the Cube and slightly move it, then the IK Handle Snaps back to the Cube.
Thoughts?
The problem, is simply getting IK/FK blending working on bones. The way it seems on the DT DVD, is that he basically takes two bones, puts an RP IK handle on them, and then point constraint the IK Handle to a Control of some sort.
Now up to this point i follow exactly, however, when he turns FK on (by disabling IK in the IK Handle), and rotates the joints, it appears as if the IK Handle stays with the Control, so that when you blend back to IK, you go where the IK Handle is. That is not the way it is for me.. For me, when i turn FK on, and rotate the bones, the IK Handle follows, and when i turn IK back on, hoping for it to "blend", it just sort of snaps weirdly but doesn't move, because the IK Handle followed the FK Bones.
Anyone have any idea whats causing this? Or what i am doing wrong?
*edit*
Just to make it more clear, here are my steps to make the IK/FK Blend:
1.) Draw three joints in a small arc.
2.) Activate the IK Handle, hit Reset to make sure theres no weird settings, then Draw it from the first to the last joint.
3.) Create a Polygon Cube and snap it to the last joint.
4.) Select the Cube, then the IK Handle, and apply a point constraint. And for fun, test it to make sure it works.
5.) Now select the IK Handle, and under its IK Blend attribute, change it to zero.
6.) Now the bones are green (FK mode correct?), grab the 2nd joint and rotate it.
Here is where i think i screwed up, because the IK Handle follows the joint i just rotated. I can go in further, and drag the IK Blend attribute back up to "1", and it does not blend anywhere, it does not even move. Remember, its still point constrained. It only moved now, when i select the Cube and slightly move it, then the IK Handle Snaps back to the Cube.
Thoughts?
