This post would of spoken about the creating switch to allow the arms to go from Inverse Kinematics (IK) to Forward Kinematics (FK). While it ended up as failure - I still want to share with you what I did and how it would of worked if it went smoothly.
So, the first thing I did was duplicate the Wrist Control wrist twice, I then snapped those curves to the shoulder joint and the elbow joint of the arm. Once they were positioned (Fig 1) - I froze the transformations and named them as the following:
- shoulderFKControl
- wristFKControl
| Fig 1: Highlighted curves for each arm, appropriately named |
I then proceeded to add a Point Constraint to those points and then I added an Orient Constraint. The problem now that while the controls were set up - I could not move them. This was because the I needed to switch the joints from IK Mode to FK Mode. If you click the IK Handle there is a value that's called ik_Blend and that's the value that'll be used for another Set Driven Key. I had to create another attribute on the wrist control curve and called it ik_fk Blend - and this will be the driver attribute I used for this Driven Key.
After this was all set up I clicked on the visibility values in the driven as this will be what is affected and hit key, the issue that came up was something I couldn't fix but had to work around, but when I set the joints to FK and then IK - nothing moved at all. I spent a good hour trying to figure out what and where went wrong and I couldn't fix it so I re-opened a version previous and create the switch without testing it after moving it into FK mode.
That was it for the rig set up, now it's time for the skinning techniques.
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