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group arm bones as l_arm_jnt_skn Duplicate arm bones twice.

Name one of the duplicated lot of bones l_arm_jnt_fk_##, the other l_arm_jnt_ik_ ##

Hide everything except the ik arm select each bone, and SET PREFERRED ANGLE create an ik handle along the arm TO THE WRIST TWIST, make sure it's on ikRPsolv er turn off node evaluation find the effector, which is hidden, and parented to l_arm_jnt_ik_01. unhide it press insert, then hold v and snap it to the position of the hand turn on node evaluation create a control shape and snap it to the position of the hand, name it l_arm_ik _ctrl select the wrist joint (hand nub), then the control shape, and create an orient constraint to sort out the rotation then delete the constraint, which is a child of the control shape, and freeze th e shapes transformations select the shape, then the IK handle, then parent CONSTRAIN it, with maintain of fset ticked name the ik handle l_arm_ik, put it in a group called clusters_ik_curves_grp, th en hide it away

create a new control shape, name it l_elbow_aim move it behind the elbow, select the elbow control shape, then the ik

add a pole vector constraint (tip: if it's inverted, you may need to modify the Twist of the IK) select the pelvis controller Add an Attribute called fk_ik_attribute, with a minimum of 0 and a maximum of 10 . default is 0

IK DONE

FK BEGINS hide everything except the fk arm create two control shapes, snap the cube shape to the shoulder, the circle to th e elbow name the elbow one l_elbow_fk_ctrl, and the shoulder one l_shoulder_fk_ctrl use the orient constraint trick to make the circle face the right direction, wit h an offset z of 90 (to match the arms rotation) (don't forget to delete the con straint) to use a hacked version of freeze transformations, duplicate the l_elbow_fk_cont rol, expand it as if it's a group, then delete the shape inside NOTE: Doesn't seem to work, so graph the input and output connections in Hypergr aph, then delete the shape that way rename the group l_elbow_fk_ctrl_offset put l_elbow_fk_ctrl into l_elbow_fk_ctrl_offset - this will 0 out of translation , rotation, etc (tip: alternatively you could just have frozen all transformations except rotati on - that's not as good) Repeat this for the shoulder box control (THIS INCLUDES ORIENT CONSTRAINT TRICK) drag both _offset groups into CTRL_grp select shoulder control (NOT OFFSET), then upper arm - constrain, orient (if thi s breaks, you may need to offset it, -90 on offset Z) select elbow control (NOT OFFSET), then lower arm - constrain, orient (if this b reaks, you may need to offset it, -90 on offset Z) select the shoulder then the elbow _offset and add a parent CONSTRAINT display, show all. unhide everything select the fk bottom bone. then the ik bottom bone. then the skin bottom bone. t hen add an orient constraint. repeat for every bone, working your way up. select the pelvis control, click Set Driven Key (under animate) load it as the driver select each skin joint, and set them to 100% IK, ONE AT A TIME load the bottom skin joint orient constraint as the driven

then repeat with everything as fk don't forget the KEY button hide the IK and FK joints now link it up This includes parenting the upper arm bones (ALL OF THEM) to the shoulder bone and the IK AND FK Controls to the shoulder bone too make sure you parent to the stretchy spine, not the old spine parent CONSTRAIN may be better, do some testing if there's time

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