View Full Version : Maya IK rig?
3rd Dimentia 04-02-2003, 02:29 AM Hi, I'm looking for a tute for an IK rig for maya 4.5. I've tried the arm IK/FK tute on gnomon, but it may have been written for a different version of maya cause things aren't going as the tute suggests. I've tried it 3 times but with minimal success. Anyone got a fav tute for a good IK/FK rig? Spline IK for the spine might be nice too and the "reverse" foot setup.
Anyone?
Beuller?
Beuller?
Cheers,
Cg.
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loked
04-02-2003, 02:56 AM
Check out the tutorials post on this forum, there is a few nice tutorials there. Just check through all the threads and you should find them.
Good Luck!:)
3rd Dimentia
04-02-2003, 03:34 AM
I had a look in the tute links bit. That's where I found the arm IK tute. But it doesn't say what version of maya it is for and doesn't seem to want to work how it's supposed to in 4.5. Yesterday I even emailed the guy who wrote it to ask, but have recieved no anwer as yet. That's why I was asking for personal opinions on which tutes actually work in 4.5
Tuqui-tuqui
04-02-2003, 03:40 AM
Hey there!!!
I've been using Maya since vers. 3.0 'til 4.5, and there truly is no difference between the versions except for moving the icons, and the addition of cool new features. Therefore, if you something works for an older version, it shouls work, in theory, for the new one...
As for the reverse foot?
http://www.highend3d.com/maya/tutorials/bora/
As for IK in the arms?
You might wanna look in Highend3d.com, 3dlinks.com, and other sites. Can't help you in Arm IK. I use FK.
Good luck!!
Aeroplane
04-02-2003, 03:49 AM
Are there any differents between the versions?:shrug:
Tuqui-tuqui: How do you setup FK for arms? Can u give me some suggestions?:wavey: :p
Tuqui-tuqui
04-02-2003, 04:18 AM
IK: (I)nverse (K)inematics is applied to joints controlled by a curve which can be SC (Single Chain), RP (Rotate Plain), or Spline. The only thing I use IKs for are the legs and back.
FK: which stands for (F)orward (K)inematics, is just a fancy (but correct) way of saying that your geometry is controlled simply by joints, and not by Splines or any kinds of curves (IK), and it's controlled by you, and not the curve (IK)
If I have an arm and forearm for my geometry, I would put 3 joints: Shoulder, Elbow, Wrist. In that order. If you rotate the Shoulder, it will move the Elbow joint and the Wrist joint. Why? Because the Shoulder joint is the parent of the Elbow joint, which in turn is the parent of the Wrist joint. If I rotate the Elbow joint, it will move the Wrist joint. But the Shoulder joint will not move, because the Shoulder is the parent, and a child (Elbow) cannot move a parent.
The only suggestion I can give you in here, without going to further detail, is always name your joints....
Good luck!
Aeroplane
04-02-2003, 04:35 AM
.... I know about that.. But why not just use an IK instead of FK for the arms?:p
Tuqui-tuqui
04-02-2003, 04:45 AM
It's like asking me... why drive stick-shift when you can drive automatic. You'll get, almost, the same results, both work in different ways, and both have their ups and downs.
The reason I use FK in arms, is simply, because I have more control in overall movement of the arm. IKs, without some good scripting, tend to bend arms in directions not pleasant to me.
But just like the car, everyone is entitled to their opinions and liking. :D
Rudity
04-02-2003, 04:49 AM
Originally posted by Tuqui-tuqui
It's like asking me... why drive stick-shift when you can drive automatic. You'll get, almost, the same results, both work in different ways, and both have their ups and downs.
The reason I use FK in arms, is simply, because I have more control in overall movement of the arm. IKs, without some good scripting, tend to bend arms in directions not pleasant to me.
But just like the car, everyone is entitled to their opinions and liking. :D
Thats why you get two cars!.
I like both on the same rig!
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