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Chapter 6: Review
Arm rigs strongly determined by kinematics
They're variable, so they usually need switching
For locomotion animations:
- FK or body space IK; Torso or body space pole vectors
For performance animations:
- FK or world space IK; Body space pole vectors
For crawling:
- PV-centric IK or world space PV's
For aiming
- “Pseudo-FK� rotate control at shoulder
Key Concepts:
- FK-IK switching
- Pole Vectors
- Kinematics
- Spaces
Character Rigging Best Practices copyright 2006 Steve Theodore