This made a potentially slow and painful process for our animator quick and easy. Every bow-wielding character in Wulverblade uses this set up. Inverse kinematics are an extremely useful tool and always fun to experiment with. Combined with other newer features, like Skinned Mesh which will be our next topic here on the Wulverblog , we are able to get some really fantastic, expressive movement out of our characters.
Make sure to check back in a few weeks for our next installment of advanced rigging and animation techniques. As always, thanks for reading! Make sure to subscribe to our newsletter for our latest updates, and follow us on twitter evandoody and michaelheald. If you have any questions or comments, feel free to share down below! Really good job! I really need to know how did you do that please! Win 1 of 2 hand signed art prints simply by signing up for the latest updates.
There is no button to magically switch from one to the other. You would need to build the system that allowed for this like I just suggested by having the two chains control a third. True I was assuming that you ment within Maya.
This thread has been automatically closed as it remained inactive for 12 months. I think that IK is very important to move a group of bones by moving the parent and to details some motion, we can use the FK, for example to move just the toe or foot, we can note use the IK but it is obligate to use FK mode. Vinci Vinci 1. What is Inverse Kinematics?
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Linked 0. Related 1. Using IK helps to speed up the animation process, because you have greater control over the position of the character's hands in any given pose.
It's also much easier to control and to pose the arms and hands this way. If you are using FK, you sometimes have to compensate or counter-rotate body parts to maintain the hand pose. Ultimately however it's all about the shot - which you choose depends on the shot itself. Who is in charge? The hand or the body? Ask yourself who needs to be in charge - the hand or the body.
Use FK if you want the hand and arm rig to be influenced by the movement of the body.
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