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Pigeon: Impossible Podcast #010 - IK Blending

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Uploaded by on Jul 28, 2008

This episode covers a pretty standard way to blend between IK and FK, but it also shows some cool ways to tweak and optimize it.

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Film & Animation

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Standard YouTube License

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Uploader Comments (LucasMartell)

  • 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.

  • 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.

  • 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.

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All Comments (19)

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  • thanks.

  • you sir are a crazy mofo !!

  • nice!

  • great place to feel like fresh-minded

  • 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.

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