Jun 2010
1 / 9
Jun 2010
Sep 2010

Hi, recently i had complete a interesting setup, and would like to share it to everyone here. Ik n Fk system without any switching, and cycle problem solved. comment and critique is welcome =j

cheer~

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    Jun '10
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    Sep '10
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9 days later

It seems to be a good rig, but it is very difficult to say something without any tests.
Can you share the maya scene with this rig? 

24 days later

Hey man,

nice work !!
Could you indeed care to share your setup ?
I am verry interested.
I have given it my own approach and managed to get the somewhat the same result. One problem that I did encounter was that when I set keys the rig would break. (The reason for that is because the animationCurve nodes on the fk controls will overide the position of the ik handle. This does not happen when no keys are placed.)
So I had to solve it with a scriptJob and an animation curve disabler.
You can check the video here:

In the end you still have ik and fk interpolation but atleast in this way you can see when ik is active and when fk is active.

But please explain your version. I really hope you found another way around it :D.

hi, verey nice.. but i'd like to know..is there any possibility to use this kind of system while i'm using TSM?

(Anzovin Studio - The Setup Machine) thire's an option to switchi from IK to FK but in order to do so i've got ti use thire menu and i alweys get very confused and it dosent really work.. not for me anywey...

I dont know how Kok Alex his system works, but my system could work.

it should be possible.
It would just be a matter of linking TSM commands to the gui buttons and querieng the keys but even that would take some time.
But so far I am not happy with TSM. I like their skining solution but it gets way to heavy when you get multi limb rigs.

I'll look into releasing my ik fk solution as soon as im done graduating.(hopefully within 2 months) :slight_smile:

I believe I know how this works. And there are many clues to how I arrived at this conclusion. LOL! I sound like sherlock holmes. Here are the clues:

  • Look at the channels bar, you see that there is an IK solver connected to the IK control
  • There is are two bind controls (same number of shapes on the mesh arm)
  • He only rotated the fk's shoulder control

So, my answer is, this is a regular rotate plane IK solver setup with snap enabled. How did he come about having curve controllers? He probably used the command "parent -add -shape". A method to add instances of shapes of any kind unto any form of transform node. In this case, joints and IK handles. :slight_smile:

How did I go, kok alex? If you like solving riddles like this, see if you could figure this one out. I posted something up myself. Animating Blendshapes' Per Vertex Weights1 also available at my site2.

The method I described--if I'm right--although much easier to control won't work in an animation. Cuz the minute you set keys, there is a factor that overrides the "floatiness" of the IK.

1 month later