Join George Maestri for an in-depth discussion in this video Blending between inverse and forward kinematics (FK), part of Character Rigging in Maya.
When we start animating IK chains in Maya, there will be instances where we'll…need to turn IK off. And we can do that using the standard Maya IK solvers with…the attribute called IK Blend. So let's take a look at how IK Blend works.…Now I have a simple chain with an IK handle at the bottom.…If you notice here we have an option called IK Blend.…When IK Blend is at 1, IK is on.…
When it's at 0, IK is off.…Right now, by default, it's at 1, so that means I can move the IK handle, but if…I try to rotate the joints I can't.…If I select that IK handle again, and turn IK Blend to 0, notice how I can now…rotate those joints, and notice how they can rotate off of that IK handle.…I'm going to undo that for right now, and let's select this IK handle again…and just turn it to 1.…
Now the real benefit of this is when we get into animation, because there are…times when we want to position something, then rotate a joint off of that and…then maybe even return back to that position.…So let's do a little bit of animation.…
- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Skill Level Intermediate
1. Getting Started
2. Skeleton Tools
3. Inverse Kinematics
5. Creating Basic Rigs
6. Advanced Rigging Controls
7. Facial Rigging
8. Skinning Tools
9. Advanced Facial Rigging
10. Finalizing the Rig
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