|02-25-2013, 09:53 PM||#1|
Join Date: May 2011
2013 Maya leg Setup
This is a longer video, so I understand if people skim it.
The basic premise is to create a functional character leg setup for Maya that has:
IK/FK blending (with matching capability)
Stretchy limbs (on/off)
To achieve the IK/FK blend I used a method I have not seen anyone promoting.
Rather than have 3 bone chains that constrain or blend via color to each other. I setup the Ik system then jsut have the elbow or knee parent contrain the grp of the Ik controller. This lets you use the FK controls to act as pivots for the Ik controller and simulate FK behavior.
Has anyone else used this method and what is the general opinion on achieving Ik/FK blending in this manner? I find it cuts down substantially on nodes, bone chains, and setup time to create, with only one or two small drawbacks that do not equal the benefits.
I've used this setup for a small game studio rigging job and so far the feedback has been great.
I'm curious what people's opinion on this might be here.
please let me know if anyone find this interesting.
Last edited by gagex2z : 02-25-2013 at 09:56 PM.
|02-25-2013, 09:53 PM||#2|
Join Date: Sep 2003
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