View Full Version : do we must use fk in human rig???
rayguo 04-12-2003, 05:40 AM i think when we animate a human rig the ik is enough, i need not use fk(every poses we can get from ik)!
is it right?
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SeaQuake
04-12-2003, 07:46 AM
Sometimes you have to use FK ,even though IK can provide you with every pose you are trying to get.
For instance, take the default rig that ships with XSI. If you move the hand controller, the hand moves wherever you want. Fine.
But what if you wanted to ROTATE the hand, you wouldn't be able to do it, because the bone cannot be rotated in IK.
So what you would do is select the upper arm bone, press enter to get its PPG, and switch to FK in the IK/FK Blend.
NOW, you can select the hand controller (the implicit cube) and move it around (as you would in IK mode) AND ROTATE it to rotate the hand and possibly twist the lower arm.
I hope that made it clear for you. I know that this IK/FK thing can get confusing at first, but you will get the hang of it in time.
rayguo
04-12-2003, 10:03 AM
thank you seequake!
by the way, are u a 3d technologist? i think your 3d technic is very high!! do you have a personal website? i want to visite
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