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Fieldwork:
Arms
Arm rig choice should be simple:
- FK for expression
- IK for directional movements
... but it's not.
Arm rigs are more complex than legs
- Control and pole vectors may be in several spaces
- World
- Body
- Object specific
Arms often need complex control switching
- FK > IK
- Different IK spaces
- Active and passive
Arm rigs benefit a lot from forethought
- Multiple rigs for multiple scenarios
- Balance setup costs against counteranimation costs
Character Rigging Best Practices copyright 2006 Steve Theodore