View Full Version : YES YES YES Max 5 IK/FK Switch

08 August 2002, 10:05 AM
YES YES YES Max 5 IK/FK Switch

I played around with max 5 animation to test the FK/IK switching and it works great !!!
I didn't even have to touch the curve/track view editor...

But another problem appear... the pivot bone does some stupid strange rotation sometimes... I looked in the curve/track view editor there...but it didn't make sense @:(

Didn't animate the swirvel angle since it is a ik/fk test, so arm/leg flipping might appear!!

Keep in mind it's just a test... [20 sec. Divx 1.95 mb]

Comments are welcome as usual :)
Anyone who know about the rotation problem ?

08 August 2002, 03:28 PM
found the mistakes... it where rotatet in world axis... so just delete the strange rotations and reanimate them with local :)

08 August 2002, 01:26 PM a updated version with less mistakes !!

I'll post more later when I'm sober....

08 August 2002, 03:00 PM
Might be a bit late but here's the difference:

FK: traditional style animation in which all joint rotations and tranlations are manually keyed. No end effectors. Useful for getting really good weight and timing, especially on upper limbs.

IK: this is what you already know as single chain and rotate plane solvers. The chain of bones is controlled by and end effector. Good for when you have to make things stick to other things (feet to floor, etc), but otherwise a little limiting.

hope this helps


08 August 2002, 03:25 PM
Here's a link with some info about IK on MAX. Max 5 has a better IK setup, so this tutorial might not be useful. Anyway:


08 August 2002, 07:03 AM
Yes. You can either key ik on and off, or there's a useful little skeleton rig on that allows you to blend between the two (I think it rigs two copies of the skeleton up).


08 August 2002, 02:59 PM
one large problem that i see with that animation is that the collar bones dont move at all. if they dont move then you dont need them right?

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