View Full Version : FKIK matching
Rupesh Javvadi
27-12-2007, 04:52 PM
How can we create FK IK Matching in Maya? Is there any tutorials for study? Please let me know.
Thanks in Advance.
Day dreamer
18-02-2008, 11:01 AM
FK IK Matching in Maya?
r u takin abt fk/ik switchin?
sites rigging101, highend 3d.
personally,
i animate th ik blend or use const. over bones
Rupesh Javvadi
18-02-2008, 01:28 PM
Hi Day dreamer,
Thank U 4 ur reply.:)
It's not fk/ik switching. Matching fk to ik (when we are in fk mode, wants ik mode, ik will come to fk position and convert from fk to ik. Same as ik to fk)
ik blend is fine, but for some complex rigs it is not sufficient.
Check Andy rig (available in Highend 3D). In this, right click on "rig_andy_wrist_l_SW" Matching FK IK option is there( only on 8.5). It is used to match ik to fk, fk to ik.
I want that type of technique based tutorial. I done R n D on that, but i didn't find.:(
Unbreakable
18-02-2008, 09:14 PM
Hi Day dreamer,
Thank U 4 ur reply.:)
It's not fk/ik switching. Matching fk to ik (when we are in fk mode, wants ik mode, ik will come to fk position and convert from fk to ik. Same as ik to fk)
ik blend is fine, but for some complex rigs it is not sufficient.
Check Andy rig (available in Highend 3D). In this, right click on "rig_andy_wrist_l_SW" Matching FK IK option is there( only on 8.5). It is used to match ik to fk, fk to ik.
I want that type of technique based tutorial. I done R n D on that, but i didn't find.:(
Yes its possible to do so with the help of MEL scripting.It makes use of scriptjob command which allows for snapping ik anf fk.
Regards,
Unbreakable
Rupesh Javvadi
19-02-2008, 11:03 AM
Hi Unbreakable,
ya, U r right. Scriptjob command allows for snapping IK and FK. But there is some problem while animating:confused: I attached test file. Observe it. Is there any solution or any other tecnique for that? Please let me know.
Thanks in Advance.
Rupesh Javvadi
19-02-2008, 01:08 PM
Sorry, I forgot attached the file.
Please go through it.
Unbreakable
20-02-2008, 09:20 PM
The problem you have is when you are doing animation you setting keys on the controls while you are just applying constraints from ik to fk and vice-versa and then deleting them.But the problem comes is that it does not create a key for the position when u do change from ik to fk.So you have to store the values of fk(in a string) when you are switching from ik to fk after the constraints are applied and use the setAttr command to set it in the position u stored in the string after deleting the constraint. This will set the key for the position assuming auto-key is on. Auto-key should be switched on by the animator in this case otherwise snapping may not work.
I see you are directly applying constraints from ik to fk when switching that causes a cycle at that instance as you apply even though u are deleting the constraints.It may cause some error in calculation.So you should make use of null group nodes to get the position from ik and then transfer it to fk or vice-versa.
Hope this helps!
Regards,
Unbreakable
Rupesh Javvadi
21-02-2008, 09:00 AM
Hey Rohit,
Thanks for figure out the problem.
I'll implement that idea.
Thanks a lot :D
Unbreakable
22-02-2008, 07:10 PM
Hey Rohit,
Thanks for figure out the problem.
I'll implement that idea.
Thanks a lot :D
You are welcome. You can check out the tiny rig at highend3d.com which does have the ik/fk snap.If u got any doubts let me know.
Regards,
Unbreakable
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