Join George Maestri for an in-depth discussion in this video Basic FK/IK switching theory, part of Rigging a Cartoon Character in Maya.
- Now we're going to set up the arms for the character,…and in the arms,…we're going to set up what's called IK/FK switching.…Now this is probably something you're familiar with,…but it allows you to switch between FK and IK.…Now just as a refresher,…FK stands for forward kinematics.…And what that means is that…you rotate the joints to get them into position.…IK on the other hand,…allows you to just move an end effector,…and then the joints point towards that end effector.…
This is great for stuff like the legs.…Now with the arms,…it's often a good idea to have this switch,…because there are times when you want the arms to be stable.…Such as when the hand is on a table,…and for that you would use IK.…But generally when the arms are swinging and gesturing,…you want to use FK.…So you want to be able to switch between the two.…So what we usually do in a FK/IK setup,…is we actually setup three sets of joints.…We have a set of joints for FK,…and the associated controllers for those.…
We have joints for IK, along with their controllers,…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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