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View Full Version : IK vs controllers


Karnageddon
07-29-2009, 02:05 AM
I was about to rig a hand and I am wondering what the advantages are of using IK for the fingers vs controllers. I have seen quite a few rigging reels now where sliders are used in attribute holders (3ds max) to control the movement of each joint in the finger, rather than having an IK helper that opens and closes the finger. If i recall correctly, IK was more common years ago.

Is there an advantage of one over the other and which one is most likely to be used in a production environment?

PEN
07-29-2009, 03:56 PM
If you use an IK solver you can't get the fingers to do certain motions very well like pressing a button where the end joint is bending backwards. Also animators like to have control over each joint to be able to get the poses in the hand they want. That being said if you were having a character doing push ups on his finger tips and you wanted the hand to have a realistic motion where the hand is moving and the fingers are staying planted you would need to have IK. Like ever thing in characters FK is generaly what animators want but there are times when they will bitch about not having IK. Or, you add both.

Karnageddon
07-29-2009, 04:29 PM
Ah, good points. I figured the harder method would be the most appreciated one but I guess in this case it's not true. I'll go with controllers then.

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07-29-2009, 04:29 PM
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