View Full Version : Rigging Controller question??
zhenpanda 01-31-2009, 11:25 PM I have build a rig with both IK and FK controllers
problem is I don't know how to setup grouping/constrains correctly so that each controller when moved still is locked to the joints
and each controller is correctly parented or parent constrain correctly to the controller above it
and when i try to setup the rig with a parent contrains it doesn't work when I do a IK fk switch...when i turn the Ik on the fk controler doesn't follow the joints anymore
how should controllers be contrained?
either to eachother for control - or to the joints so it doesn't leave it's place?
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NolanSW
02-01-2009, 06:34 PM
Well there's a script I wrote that helps with building controls. You can find it here.
http://highend3d.com/maya/downloads/mel_scripts/character/controlMaker-3877.html
Or to do it by hand you can follow these steps:
1. Create your control at the origin.
2. Group it to itself so you have a group node above the control.
3. select the joint you want it to snap to, then the group node and type
delete `parentConstraint`;
4. So now the control will be oriented to the joint.
5. Now select the joints parent then the controls group node.
6. create a parentConstraint with maintain offset on.
Now the control will follow the position and rotation of the parent.
zhenpanda
02-02-2009, 04:01 PM
well what if I have both IK and Fk controllers on the joint?
Well there's a script I wrote that helps with building controls. You can find it here.
http://highend3d.com/maya/downloads/mel_scripts/character/controlMaker-3877.html
Or to do it by hand you can follow these steps:
1. Create your control at the origin.
2. Group it to itself so you have a group node above the control.
3. select the joint you want it to snap to, then the group node and type
delete `parentConstraint`;
4. So now the control will be oriented to the joint.
5. Now select the joints parent then the controls group node.
6. create a parentConstraint with maintain offset on.
Now the control will follow the position and rotation of the parent.
NolanSW
02-02-2009, 04:17 PM
Which joint? and is this ik/fk setup on a 3-arm or a single arm setup?
zhenpanda
02-02-2009, 04:25 PM
it's a two skeleton rig
one bind skeleton
one control
the ik and fk controller i want it to stick to the same joint on the control skeleton
Which joint? and is this ik/fk setup on a 3-arm or a single arm setup?
theflash
02-02-2009, 08:01 PM
If I understand you correctly won't that create a cycle? Ik following FK and FK following IK at the same time.
zhenpanda
02-02-2009, 08:26 PM
No, I mean IK/FK controller both stick to the joint that it's controling
If I understand you correctly won't that create a cycle? Ik following FK and FK following IK at the same time.
theflash
02-03-2009, 05:59 AM
Got it. So you are using two joint chains one for binding and the other for IK. In that case your bind joints are constrained by IK joints. And so when IK chain is in effect your FK controls wont move along with either of the skeletons (bind or IK). You will need a script to snap your FK controls to your bound joints.
But I would still prefer a three chain IK/FK structure because of its flexibility.
zhenpanda
02-03-2009, 11:49 AM
. You will need a script to snap your FK controls to your bound joints.
When you say script do you mean like an expression build in maya that update on demand?
and where can I find tutorials that teach how to make script that snaps FK controlers to IK, and scripted well enough that maya does go really slow or crash?
NolanSW
02-04-2009, 03:08 PM
Maybe you should take a look at my tutorial i did awhile back on setting up an ik/fk arm. I show how to setup a simple rig with embedded scripts for matching ik-fk.
http://highend3d.com/maya/tutorials/character/Seamless-IKFK-Arm-Setup-334.html (http://%20http://highend3d.com/maya/tutorials/character/Seamless-IKFK-Arm-Setup-334.html)
Also, I've included the maya scene and the mel code for the switching. However you need some other scripts (zooToolBox) inorder for the matching to work for the demo scene.
zhenpanda
02-05-2009, 03:11 AM
your link doesn't work
Maybe you should take a look at my tutorial i did awhile back on setting up an ik/fk arm. I show how to setup a simple rig with embedded scripts for matching ik-fk.
http://highend3d.com/maya/tutorials/character/Seamless-IKFK-Arm-Setup-334.html (http://%20http://highend3d.com/maya/tutorials/character/Seamless-IKFK-Arm-Setup-334.html)
Also, I've included the maya scene and the mel code for the switching. However you need some other scripts (zooToolBox) inorder for the matching to work for the demo scene.
NolanSW
02-05-2009, 04:15 AM
oops, sorry.
http://highend3d.com/maya/tutorials/character/Seamless-IKFK-Arm-Setup-334.html
zhenpanda
02-05-2009, 02:52 PM
the video is really helpful
thankyou!
thankyou!
xD
oops, sorry.
http://highend3d.com/maya/tutorials/character/Seamless-IKFK-Arm-Setup-334.html
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