














Configure IK limb controls by connecting node attributes in the Node Editor.
Transcript
00:03
The FK limbs are now working.
00:06
So the animator compose and animate the creature using forward kinematics.
00:12
What we are going to do next is also give them the option to work in IK
00:16
or inverse kinematics.
00:19
First, let's sort out these controls. So we only see the ones we need.
00:24
So basically, we only see the FK controls when working in FK
00:29
and only the IK ones when animating in IK
00:34
open the node editor.
00:37
What we need is a main arm control
00:39
and also the reverse node we created to control the IK and FK blending,
00:45
we can remove these
00:49
open maze.
00:50
So we need the output X attribute here
00:53
because this reverses the IKFK switch attribute.
00:57
Now bring the arm IK control and the upper arm FK control into the node. Edit two,
01:04
move these up here.
01:06
Now simply connect the
01:08
IKK switch attribute to the upper arm FK controls, visibility attribute.
01:14
So those have vanished now
01:17
and then connect the output X attribute on
01:19
the reverse node to the visibility attribute.
01:22
On the arm I control.
01:26
We can now hide the controls we don't need
01:30
OK. Let's find the IK and FK joints.
01:35
Here we go
01:36
let's hide the FK joints for now. So we can focus on the IK ones.
00:03
The FK limbs are now working.
00:06
So the animator compose and animate the creature using forward kinematics.
00:12
What we are going to do next is also give them the option to work in IK
00:16
or inverse kinematics.
00:19
First, let's sort out these controls. So we only see the ones we need.
00:24
So basically, we only see the FK controls when working in FK
00:29
and only the IK ones when animating in IK
00:34
open the node editor.
00:37
What we need is a main arm control
00:39
and also the reverse node we created to control the IK and FK blending,
00:45
we can remove these
00:49
open maze.
00:50
So we need the output X attribute here
00:53
because this reverses the IKFK switch attribute.
00:57
Now bring the arm IK control and the upper arm FK control into the node. Edit two,
01:04
move these up here.
01:06
Now simply connect the
01:08
IKK switch attribute to the upper arm FK controls, visibility attribute.
01:14
So those have vanished now
01:17
and then connect the output X attribute on
01:19
the reverse node to the visibility attribute.
01:22
On the arm I control.
01:26
We can now hide the controls we don't need
01:30
OK. Let's find the IK and FK joints.
01:35
Here we go
01:36
let's hide the FK joints for now. So we can focus on the IK ones.