Maya 2018 Creating an IK to FK switch

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  • Опубликовано: 12 сен 2024

Комментарии • 16

  • @DeathDealer-DD
    @DeathDealer-DD 5 лет назад

    much efficient and cleaner method, better than constraint that is so confusing and hard to detect in the outliner

  • @shaneo2296
    @shaneo2296 6 лет назад +1

    Excellent. Much easier than I remember. Thanks!

  • @NightShadowReal
    @NightShadowReal 3 года назад

    clear and concise! I think I encountered issues while scaling the rig to make it bigger/smaller. would i need to connect another scaler node in addition to the trans/rot?

  • @puneeth77
    @puneeth77 4 года назад

    THANKS FOR TEACHING IN LOT EASIER WAY

    • @Dikko
      @Dikko  4 года назад

      My pleasure. Im glad you found it useful!

  • @ChaosWolfNinja
    @ChaosWolfNinja 2 года назад +1

    Nice thank you! Now comes the trick where you want you joints to match with more detail aka. So you animate you IK then you want to use your FK but your FK is still at default position. How do you then connect it in a way that they follow that way. If you know what i mean?

  • @hamidhim9101
    @hamidhim9101 5 лет назад +1

    great tuto

  • @62cky4powerthirst
    @62cky4powerthirst 5 лет назад +1

    I've run into a problem, when I connect the translate the base skeleton pops way out of place: how do I fix this?

    • @KearoNasanam
      @KearoNasanam 4 года назад +3

      Assuming that you have made just the individual arms from shoulder down, it is due to the translate of your target meshes not being the exact same as the base.
      If the IK/FK rig is sitting right on the shoulder, the shoulder joint is at the exact location relative to the world, whereas your base shoulder is set relative to the hierarchy.
      To remedy this, here is an example of mine:
      The IK/FK rigs' shoulders are at (-15, 0,128), whereas the base shoulder is at (15, 0, 0) relative to the chest joint.
      This method causes the base to be at(0, 0, 300) relative to the world, but (0, 0, 128) relative to the hierarchy.
      I group the IF and FK rigs individually and set the group to (0, 0 128) relative to the world and set the shoulder joints within that group to (15, 0, 0) relative to the group.
      Doing this method after that point results in the base shoulder remaining at (15, 0, 0) relative to the chest joint.

  • @KearoNasanam
    @KearoNasanam 4 года назад

    For some reason the shoulder joint does not copy the rotation in the X axis, but rotates in the Z axis.
    May I please get some advice on this?

    • @Dikko
      @Dikko  4 года назад

      It may be down to your joint orientation being different to the example in the video.

  • @NinjaFlibble
    @NinjaFlibble 6 лет назад

    There a way to do include matching with this set up? Or is that still something to be done with scripts?

    • @Dikko
      @Dikko  6 лет назад

      Kimmuryiel if I'm understanding your question correctly, you want to know if you can add a function where the fk can match the location of the Ik when you switch between the 2 and vice versa? I'm sure it's possible but in all likelihood you will still have to achieve that using a script

  • @xXbananaXxist
    @xXbananaXxist 4 года назад

    Do fk and ik skeletons have to be connected to the rest of the skeletons? And how do I hide controllers when switching?

    • @Dikko
      @Dikko  4 года назад

      Yes, the FK and IK have to be part of the same armature object. To automatically hide controllers when switching unfortunately requires a bit of scripting or a plugin of some sort.

    • @Janovich
      @Janovich 3 года назад +1

      Parent Constraint the FK and IK joint chains under the clavicle joint. Don't put them in the same outliner hierarchy.
      Also just make a simple switch with set driven key on the visibility of the controls.