|04-21-2013, 06:48 PM||#1|
Join Date: Oct 2010
IK FK spine Rig problem
Here's an IK/FK spine that i have rigged. I wanted to know if I've done it right. Now in this rig I've built the spine joints just once and I have created an attribute that controls the visibility and performance of these controls. And also in in the IK mode I have Parented "Lumbar_1"(Hip joint) joint to my "IK COG Ctrl", and in the FK mode I have parent constrainrd the same joint to my "FK COG Ctrl". I have also created an extra hip bone for my FK spine, "FK_hip_sway_bone" and have simply parented it to my FK hip sway controller, "FK_hip_sway_ctrl". So when I am in IK mode I will hide that FK hip sway bone and its controller, is hiding them the right thing to do?. The only problem that remains after that is that during the switching of IK and IK when I'm in FK mode all the joints go AWOL along with the IK controls as I have parented the hip joint of the IK spine to the IK COG ctrl. How do I solve this?
|04-21-2013, 07:16 PM||#2|
Of the West
Cactus Dan Libisch
Freelance Character TD
Join Date: Apr 2003
Well, one setup you can do is what I refer to as the fake IK/FK spine. It's really all IK, but it behaves like it was both IK and FK at the same time. The way I set it up is by parenting the IK controllers to the FK controllers, so that when you rotate the FK controllers you're really moving the IK controllers:
|05-16-2013, 11:08 PM||#3|
Join Date: Jan 2008
Here's how I created my hybrid FK/IKSplineModifier spine rig:
You can download the Max Scene file from the link above.
Last edited by Archangel35757 : 05-16-2013 at 11:12 PM.
|05-16-2013, 11:08 PM||#4|
Lord of the posts
Join Date: Sep 2003
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