I would like to put a challenge forward.
I am trying to make an IK-FK arm rig, similar to CS:Biped. I know this can’t be done with a single bone chain (without using max’s sad excuse for fk-ik blending). Below is a link to a max file wich I believe will be the basis of such a rig.
It contains two overlapping bone chains, one with HI-IK (red), one without (blue). The IK Goal object is linked to the last bone (wrist) in the non-IK chain and the swivel target is linked to the second bone (elbow). If you rotate the non-IK bones you see that the IK bones match their movement exactly.
Now what I need to know is how I’ll get the non-IK bones to follow the IK bones when the IK Goal (or some system of dummy objects) is moved.
My aim is to have an arm rig that is primarily FK but can use IK for posing, using the HI-IK Solution.
[li] Can this be done?[/li][li] Can Applied IK use HI-IK?[/li][li] Am I wasting my time trying to make such a system?[/li][/ol]Thanks.