IK Arm Rig Videos Series - 3ds Max and Maya

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Old 04 April 2014   #1
IK Arm Rig Videos Series - 3ds Max and Maya

Hello,

I've created a series of videos discussing how to create an IK arm rig which includes elbow sliding, stretching, non-stretchy soft IK, stretchy soft IK and elbow pinning and is also scalable. The arm rig has been created in both 3ds Max using Float Script controllers and Maya using Utility Nodes but also includes instruction on how to set it up using Maya's Expression Editor.

I've tried to go at a steady pace, particularly in Maya, so that everything is understandable. The end scene files are also available for each video, other than the introduction video, just in case anyone gets lost.

The motivation for these series of videos was that I couldn't find a series of videos which covered anything more complicated that combining stretchy IK with elbow pinning. Hope you all enjoy the series!

IK Arm Tutorial

Thanks,
-Harry
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Old 04 April 2014   #2
Harry ..... it is really good to discuss such things and in comparative way too Max and maya , I will finish watching and come back to you .
Thank you for that
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Old 04 April 2014   #3
Hey Harry , I ve listened to both introductory and non stretchy soft Ik videos for Maya not max yet and I m really eager to ask you where that equation came form ? I m really confused about why I should subtract $softP from $chainLen? I felt lost regarding that and anything else where you transform that equation into nodes is fine indeed I felt that tutorial is aimed to that point rather than the idea of equation itself .
I m downloading Max version may be it is clearer there , But in fact it is really good tutorial idea and organization you should carry on that and may be it is my brain that doesn't catch the idea it is the end of day any how
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Old 04 April 2014   #4
well, accept my apology I got it right when I watched max version you explained that better there
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Old 04 April 2014   #5
Hello,

Yes, I recorded the 3ds Max version first, so when I did the Maya version I might have gone a bit quickly over the mathematics and instead focused on the nodes.

But basically chainLen - softP defines when the non-stretchy soft IK starts, because if controlDist > chainLen - softP == true then we define a new value for softPos, if it's false then we just return chainLen which gives us regular IK.

If and softPos == 0 and controlDist > (chainLen - 0) then we define softPos = chainLen - 0 * .... = chainLen which give us regular IK.

so basically if controlDist > (chainLen) AND softP > 0 then we get our non-stretchy soft IK, else we get regular IK.

In the tutorial section I've listed some references, I worked out the equation for non-stretchy soft IK by adapting the equation for stretchy soft IK which is
softP*(1.0 - exp(-(controlDist - (chainLen - softP))/softP)) + chainLen - softP
which was discussed here.

-Harry
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Old 04 April 2014   #6
Thank you Harry for re-explaining that !
and thank you again for covering this point in that organized neat way ,waiting more !
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Old 04 April 2014   #7
Really useful videos, thanks Harry. I tried to record something similar a while back and, when I watched it back, I couldn't even understand it myself! It's not easy to explain these topics in a clear, user friendly manner - well done!

BTW - in Maya, if you need to multiply an input by a constant factor, you can use a unitConversion node which is cheaper than a multiplyDivide I believe. The only issue is you can't connect to the unitConversion's multiplier so it's only useful for constant values.

Last edited by Duncs : 04 April 2014 at 08:00 AM.
 
Old 04 April 2014   #8
Thanks, I know it can be confusing especially when creating it in Maya with nodes which is why I thought I would include the scene files and a couple of word documents.

Thanks for the unitConversion tip, I'll have to remember that one!

-Harry
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