• Maya

Configuring IK limb controls

Configure IK limb controls by connecting node attributes in the Node Editor.


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.

Video 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.

Was this information helpful?