Join George Maestri for an in-depth discussion in this video Constraining the control skeletons, part of 3ds Max: Character Rigging.
Now that we have the control skeleton in place we can connect it to our main skeleton. So, we've got these two skeletons, one for ik, one for fk, and we want our main skeleton to switch between the two, so we can do that using constraints. So what I'm going to do is I'm going to select my left bicep and I'm going to place an orientation constrain on it, so I'm going to go Constraints > Orientation Constraint, and I'm going to constrain it to the forward kinematics control skeleton.
So I connect it to that bicep, you can see in our mushroom panel, under controllers, we have an orientation constraint. And under that orientation constraint, we have our FK bicep listed on here. Now, we can add one more constraint to add in our IK skeleton. So let's go animation > constraints > orientation constraint and then go ahead and click on the IK bicep and once I've done that, you'll see that this actually creating a list.
I can have multiple orientation targets and so I can actually animate between those. So, if this weight goes to 100, it's going to be 100% on FK. If it goes to 100 on the other side it'll be 100 percent on IK. So, I'm actually going to create a short animation, just so you can see what's going on here. So I'm going to go ahead and create a key here for my FK bone and let's go ahead and move forward in the time line just a little bit and then turn on auto key and then set another rotation key.
So now I've got this rotating and you can see that when it rotates the main skeleton only goes half way between it. So if I go to this extreme here. Again, these weights are going to determine how far this bicep matches the rotation of the FK or IK control. So if I put FK at 100 I can dial up my weight here, and IK at 0 it completely matches the motion of this bone.
If I do it the opposite, if I bring my IK weight up to a hundred, and FK weight down to 0, that one bone has no effect. So basically, what we're doing is, we're creating an animatable switch. We can switch the weights of these two constraints to switch our main skeleton between each control rate. So once we have this in place, we can create a control that will automatically switch between it so we don't have to dig into the motion panel in order to do this.
Now I'm going to go ahead and set this back to default with a 50/50 wait and we'll go ahead and connect this up later. But I do want to connect my other bone in this skeleton. So I'm going to select my forearm, and let's go ahead and set one more constraint. So we're going to do orientation constraint. Again, FK first, orientation constraint, IK second and again, we get the same thing, we get the same control. Now, I am also going to go ahead and select my bicep and go ahead and delete the key for that, so we don't have any animation on that.
So as we can see, by using orientation constraints, we can actually blend between multiple bones or multiple skeletons and this gives us the basis of fk, ik switching.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls