IK and FK switch for arm animation | Maya Class
We had another moom speed posing task today. I made yet another really difficult choice for myself. This was the image I used and the initial 5 minute pose.
Although the pose I put Moom into wasn't necessarily the exact same as the pose, it was better given Moom's limitations. There were a couple of little issues; the hands were too far back to support the upper body. The heels were also at too dramatic of an angle. I corrected these.
This is the skinned model, showing the IK controls and the hierarchy in the outliner of all the constraints and controls.
These are the FK controls.
Although the pose I put Moom into wasn't necessarily the exact same as the pose, it was better given Moom's limitations. There were a couple of little issues; the hands were too far back to support the upper body. The heels were also at too dramatic of an angle. I corrected these.
IK/FK Switch
In the main lesson we were learning how to create an IK/FK switch to move between different types of controls in order to allow different types of animation. This required thinking about the controls in different ways. One was using an IK (like an elastic band) and the other was FK (individually controlling joints). We then created an on off switch to control these behaviours, allowing different types of animation to take place in the same model.This is the skinned model, showing the IK controls and the hierarchy in the outliner of all the constraints and controls.
These are the IK controls.
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