Archive for Juli 2012

Tutorial: IK FK Blending Arm Rig

This is about the making of "IK FK" blending rig on the arm character.


 

Prepare some layers for bones (bone FK, IK and normal bone which be skined - we call this as 'skin bone'). This layer grouping can help us later in making 'orientation constraint' to 'skin bone'.
  
 Just build arm bone! (Make sure to make the joint between 2 arm is crooked little bit.)

Copy the Skin_Bone into 'FK_Bone' (Blue) and 'IK_Bone' (Red).

Align it to 'Skin_Bone'.

First, we are now focus on the FK Bone. Make 3 controls (cylinder spline) and link it according the image.

And now we are on IK Bone, also make 3 controls (cylinder spline) and link it according the image.

Particularly for Bone IK, we give a HI Solver from bone IK 01 to bone IK null

Try to move the IK!

Pick target IK Solver to IK Control 02.

Make control to bone_skin.

Before we go to 'orientation constraint' process, we skin our arm mesh to 'bone_skin'.

 
 Select 'bone_skin 01' and orient (constraint) it to 'FK_bone 01' and 'IK_bone 01'.
Select 'bone_skin 02' and orient (constraint) it to 'FK_bone 02' and 'IK_bone 02'.
Select 'bone_skin null' and orient (constraint) it to 'FK_bone null' and 'IK_bone null'.

 Select hand control and add attribute holder on it. Please watch the making of attribte holder using Max Script on other video (on the end of this tutorial)!

and last, press 'Alt+5' (wire parameter) to connect all of the controls with 'orient constraint', 
so the 'IK FK switcher' can be work. For details, just see the video!
(Note: when you connect the 'IKFKpara' to 'Orientation Weight 1', the script is:
"100-IKFKpara*10")





-------------------------------------------------------------------------
Video below is about writing a script to make the attribute holder support "IK FK" switching.
 This is related to the video above, so you'd better hang of it. 



This is a simple script to help you for switching IK to FK and otherwise. After you write it all in MaxScript (MaxScript, MaxScript Editor), pick an object (control) on viewport, back to this MaxScript and press 'Ctrl + E' (tools, evaluate all).

(open in new tab to bigger size)

Thanks for reading :) Hope it usefull.
Kamis, 12 Juli 2012
Posted by inu seagy
Diberdayakan oleh Blogger.

Translate

Categories

Follow this blog

- Copyright © inuseagy.blogspot.com -Metrominimalist- Powered by Blogger - Designed by Johanes Djogan -