Tuesday 14 September 2010

FK IK Rig (legs)


Hello all,

Ive been spending yet more time working on this simple bipedal rig with an ik fk switch for its arms and legs. Iv'e set up a simple node based condition that allows the user to switch between the ik and fk joint chains.

Basically i initially created three joint chains for each leg arm etc and named them either fk, ik or skn. The skn chain was then orient constrained to both the fk and ik chains. I then created a specific controller for each leg or arm called for the FKIK switch. This controller was given an attribute in the form of an enum that allows the user to switch from FK to IK mode. In the hypershade I connected up the conditional node to the FKIK switch controller.

When the user switches from fk to ik mode the conditional node sets the values for the skn chains orient constraints to follow the respective chain.

Ill add the switch to the arms next and then focus on making the transition seamless. If anyone has any questions please feel free to contact me at mail@michael-cummings.co.uk

Thanks

Mike

1 comment:

  1. Ello Mike. Was just looking at some of your rigging stuff after Michael Doig was showing me the monk character model. Looks like pretty cool stuff ^_^

    Just wanted to make a suggestion about the setup one above. It'd be really easy to upgrade that to an IK/FK blend instead of a switch. Instead of the condition node just wire the output attribute straight into the constraint blend weight (assuming it's a 0 to 1 float) and wire it again through a reverse node into the other blend weight and you can use both setups in the same scene without popping :D

    Cheers, Neil M

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