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View Full Version : rigging FK/IK Arm (again)


Kermit
02-05-2008, 10:18 AM
hi all,

i see a first solution for use FK and IK with 3 chain of bone : 1 IK, 1 FK, 1 with orientation contrainte

but on a IK goal, i see i can deseable
so, i can move the goal and have IK, and select a bone, and rotate with FK mode, without toggle an option

nobody use this solution, but i don't understand why ?

i prefer to ask before launch animators with bad rigging

thx for your help

Kermit

gloupi
02-05-2008, 10:32 AM
Could you be more clear and explain your goal and step process ?

If you want a Ik/Fk why not use the built in one ?

PEN
02-05-2008, 01:25 PM
The scripting forum really isn't the place for this.

The solution that you are talking about is the one that is built into the IK solver. Try animating it on a character in a real scene instead of a two bone chain in a simple test. What you will find is, you get popping that is next to impossible to over come. The solution is either IK or FK and there is no blend from one to the other. If an arm is making an arc with FK and then suddenly pops to IK you get a pop as you are going from rotations to positions. Tring to control the timming is even harder.

So using the three bone chain method you get a nice blended system that is easy for animators to control.

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02-05-2008, 01:25 PM
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