Join George Maestri for an in-depth discussion in this video Making controls appear and disappear, part of 3ds Max: Character Rigging.
Now that we have our switch in place, we need to do one more little step and that's really more of an interface thing, and that's to hide and reveal our IK and FK controls. So right now when I have my IK FK switch on or off, I don't really know what mode I'm in. I have to look at this, so let's make this a little bit more obvious. So let's hide the IK controls when it's totally in FK mode and visa versa. So we can do that using a couple of different methods. So for the first one, I'm going to use scale. So I'm going to select this object here and let's go ahead into our motion panel and I want to actually add in a different type of scale control.
Right now we have the Bezier scale, but actually I want to change it to scale XYZ. Now the reason I'm doing that is because the parameter that we're using for FK-IK switching, is a float controller, and so I need to make sure that scale XYZ is up because those are controlled by floats. Sounds complex, but just do what I say, okay? So, all I need you to do now is wire these to that FK-IK switch.
So let's go ahead into this, and we're going to go back into wire parameters. Let's do it through the menus this time. Remember, it's Ctrl+5. So I'm going to transform scale. Let's do X scale to, again select this here. We're going to do IK-FK switch is going to control the scale of this. So let's do connect and you can see how that flattens out. So let's do this for all of these, XY and Z. So now, that disappears when we're in an FK mode.
And when it goes up to a 100 well, it actually gets way too big, so we're going to need to modify this, but you can see that when its at zero, this is at zero, and when it's above zero, it gets a little too big. And that's because our spinner is going from zero to 100, but scale normally goes from zero to one. So we're going to have to use a little bit of math to get this to work exactly the way that we want. So let's go into our object here, go animation, parameter wire dialog. And again, we'll going to take all of these float wires here, and let's go ahead and set this up again.
So we've got this connection here from the left hand IK switch to this, but this is going too much, so we need to divide that by 100. And just go ahead and update that and you can see that it already has the effect that we want and in fact, we can just cut and paste this, hit Update and then I am just going to paste that one and hit Update. So now, this should work a little bit better. So now, when this is at one, this is at 100. So now we're doing it at a 100 to 1 ratio. So you can see how this expands or contracts according to how much IK we have in the system.
So we can do the same for another one. So let's go ahead and just select our elbow direction and let's go ahead and refresh this side. Now I'm just going to keep that open, but we need to change the scale of that. So let's go ahead and select this object, and go into the motion panel. And again, I want to change the controller to scale XYZ. So now we've got scale XYZ here, and again we're going to connect this divided by 100.
Connect it in this direction, connect and let's go through this. Okay, now I've cut and paste this, so let's do a connect and connect. So now both of these go away and we do one more for this one here. So select that, and again, just refresh it here, so we don't even have to go back into the parameter wiring dialog.
Go into our transform and again, we need to change our controller So I'm going into my motion panel keeping the object selected, change it to scale XYZ. So our switch is going to control Bezier float and then that's going to be divided by 100, connect, paste, direction connect, and there we go. So now I've got my IK wired up, so now when IK is completely off, the controls are kind of invisible.
We don't have them, so it's kind of neat. So our FK control is a little bit different. So when I select this and scale it, you'll see that the controls themselves scale. And we really don't want that to be part of the equation, so there's another easy way to do this and that's because these are circles. So we don't have to wire just translation parameters, we can actually wire in the size of the circle. Right now, my circle is a radius of 1.5, so we know that our value's going from zero to 100. So let's go ahead and do a little bit of math and do some wire parameters.
So I am going to hit Ctrl+5. This time I'm going to do the object circle radius and I'm going to wire it to the modified object custom match by its FK-IK switch. So now, I want my FK-IK switch to control the radius. Now my radius needs to go from 0 to 1.5 and this is going from 1 to 100. So first thing we want to do is divide by 100 and that'll bring it from zero to one, but we want this to be the opposite of this.
So I want it to be one minus that. It'll go in the opposite direction. So again, I'm going to connect this and you'll see that now this goes from zero to one. Okay so now my radius is at 1. But I really want this to go a little bit bigger, I want it to go to 1.5. So let's go back into our wire parameter dialog and load up this on this side here.
We want the radius here and we want this on this side, and we want the FK-IK switch. So we have one minus that and that's basically bringing this all from zero to one. So all we need to do is multiply all of that times 1.5 and that will go ahead and bring it up to what we want. So now when I hit update, it should snap up to 1.5. So now my radius is at 1.5 when this is at zero. So now, you can see how we're switching between FK and IK. So this is a pretty complex formula. So I'm just going to go ahead and copy that and put that in on this one as well.
So again, let's go through the menus this time, wire parameters, Ctrl+5, Circle > Radius, we're wiring it here. So I select this, hit refresh, going to do IK switch to that. Now I already copied the formula, so I'm just going to paste in the formula. Remember, it's one and a half times this formula here, and hit connect. So now, we've got a very swanky IK-FK switch.
So now we're totally FK mode, totally IK mode, FK-IK. . This is really nice. So now I select this, and now I move it, and we're in FK mode. If I go to the other side, you can see how these are connected and I can rotate those, and everything stays together. So I'm going to go ahead and undo my way out of this. And you could see how this makes for a very nice interface for the animator. You can just take a look at this and you know what mode you're in. And this is really the goal with rigging is to make it accessible to the animator.
So now that we've got this out of the way, let's go ahead and repeat it on the other side of the character and then we'll go ahead and move on to hand rigging.
- 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