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.
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.
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.
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.
thanks.
artep2122 1 week ago
you sir are a crazy mofo !!
akshayde 7 months ago
nice!
MrNasher2009 9 months ago
great place to feel like fresh-minded
MrNasher2009 9 months ago
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.
LucasMartell 11 months ago
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.
martinmegazor 11 months ago
00:45- its kinda like walters way of screaming at you everytime you pull his shoulder out of his socket
supersniper180 1 year ago
dam i use almost the same program at school
yuriy12772 1 year ago
tha fack? that some complex rigging...
Baldoxxx4000 1 year ago
what software did you use, and good work.
pilomac2009 1 year ago
Круто! (cool)
SMultikPultikS 2 years ago
Thank you,
this is extremely helpful.
Keep 'em coming !!
mofofo555 2 years ago
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~
lumgik 2 years ago
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.
LucasMartell 2 years ago
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
animalloz 3 years ago
awesome awesome awesome.. you rock dude
ashleywwf 3 years ago
That's cool! But I don't understand the difference between IK and FK...can you explain shortly please?
megalmn2000 3 years ago
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.
LucasMartell 3 years ago
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.
scrag10 3 years ago
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...
whitescape 2 years ago
Inspiring way to set it all up. I especially liked the pigeon feet. Thanks for your great podcasts! Keep them coming! :)
//Mathias
TheMhpe 3 years ago