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Key Concept:
FK/IK switching
Kinematics is the critical dimension
...so FK/IK is the critical “space� for limbs
- Switching extremely common for arms
- Less common for legs
IKFK is harder than it should be
- In-package IK/FK is dumb about control objects
- You need to manage two sets of keys
How does FK/IK work?
- Imagine it as 3 copies, animated side by side:
- An FK copy
- An IK copy
- A “result� copy, FK blended (ie, joint rotations averaged)between them
Roll your own IK/FK switches
- The key refinement: interval matching
Character Rigging Best Practices copyright 2006 Steve Theodore