Three sets of bones exist for the arms: Deformation, FK, and IK. The deformation bones are skinned to the model, and each has two Copy Rotation constraints: one for copying the corresponding FK bone, and one for copying the corresponding IK bone. The constraint corresponding to the IK bone is last in the stack, and its influence is driven by the slider in the Properties Panel. The buttons and sliders were created in Python. The model was also created by me, and was sculpted in Sculptris and then retopologized in Blender.
This tutorial helped me a lot in understanding the Blender API:
http://www.blendercookie.com/2011/02/07/creating_fk_ik_rig/
I used the code written in that tutorial as a base for the setup in this video.
Damn, i need to catch up on my game. I've been using blender for over a year and a half and still cant do this yet. I can bearly make a human model. I usually do land scapes, particles, and machinery. But im starting a new series and gotta learn how to model and rig a human ASAP. Can you lead me to any good Rigging tutorials?
TheWaynelds 2 months ago
@TheWaynelds Yes, check out Blender Cookie. It looks like they just added a character rigging tutorial by Jonathan Williamson, and although now somewhat outdated, I learned a lot from Dave Ward's alien rigging tutorials. Also, I learned how to use basic Blender Python commands, which I used in this rig, from the Python tutorials on that site. Another apparently good series is the one by Lee Salvemini / CG Masters, but I haven't watched it.
AlexanderLee1 2 months ago