Added: 3 years ago
From: LucasMartell
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  • thanks.

  • you sir are a crazy mofo !!

  • nice!

  • great place to feel like fresh-minded

  • Yep its a totally separate set of controls. The shoulder is the only common one because its at the top of the chain. As far as I know, that's the only way to do it unless you start using more complex scripting within the rig. This just used expressions and constraints.

  • Thanks for these, they're awesome :)

    I'm just wondering whether you have two different hand controls; one for FK and one for IK. It looks as if though it pops up new hand controls on your rig as you blend from IK to FK.

    I've been sitting at home trying to make the same wrist control follow from the IK position to the FK position, by constraining the control to the Bound wrist joint. But that makes for some interesting double transformations.

  • 00:45- its kinda like walters way of screaming at you everytime you pull his shoulder out of his socket

  • dam i use almost the same program at school

  • tha fack? that some complex rigging...

  • what software did you use, and good work.

  • Круто! (cool)

  • Thank you,

    this is extremely helpful.

    Keep 'em coming !!

  • That's great for the explanation for the rigs:)

    Just have a bit confuss when understanding the head snap location for the hand, about blending offset of the position and orientation constraints to do these.

    It would be helpful if you can explain it more=)

    It's nice for you to share your skills which would help us a lot. Thanks~

  • The quick answer is that there is none. When the head is not in the default position, the hand will move as you change the constraints. I thought about doing some scripting to fix that automatically, but decided that it would be faster just to counter-animate it when necessary.

  • oh my, you need to do a tutorial on all this, but so i can understand it in Maya, haha. this is really helpful stuff. cheers

  • awesome awesome awesome.. you rock dude

  • That's cool! But I don't understand the difference between IK and FK...can you explain shortly please?

  • FK is animated by rotating the joints, starting at the shoulder and moving down to the wrist. IK in animated by moving the wrist and the bones are automatically calculated back up to the shoulder so they fit between the wrist and the shoulder.

  • As soon as you use both you will understand the difference. IK is fun to mess around with, but my experience using it functionally is none.

  • IK makes sense when you want your character to pickup a ball and through it... for example.

    and use FK when u want your character to swing hand in arcs (when walking for example)

    to make it simple, use IK/FK based on where you want your animation controls to be...

  • Inspiring way to set it all up. I especially liked the pigeon feet. Thanks for your great podcasts! Keep them coming! :)

    //Mathias

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