Hello there,
recently I found out a cool method of animating switch between IK and FK without any flip and any pain - through the Animate > IK/FK Keys menu. Instead of using normal keys, you use Set IK/FK keys. Switching between IK and FK is done by checking/unchecking the Enable IK Solver option. If the IK handle was left behind while working in FK, you just need to do "Set preferred angle" in Skeleton menu. It totally works!:poly142:
In the light of this, I really do not understand, why do we need all these scripts for seamless IK/FK switches, heavy 3-chained joint systems (I mean IK, FK and skinned chains), when it is already there. From the very beginning of Maya actually. Do people forget nice simple things? Or is there some hidden problem I do not see?
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Don't get the whole complex rig,contraints and control curves thingy.sometimes some of the contraints stop working or the bones start acting funny.I think scripting kinda sounds cool and professional that noone pays attention to the simple things these days.
So, in this example, after animating FK throw and switching to IK, there is a flip of handle towards IK control. So far, I saw like 3 different approaches to avoid this. Personally, I used a 3-chains joint limbs with IK/FK switch script (with constraining, keying and subsequently deleting constraints), but its heavy and buggy - I could only use the switch twice for some reason.
Anyway, the old method with setting IK/FK keys works smoothly. I wonder, why it is not a standard approach. I cannot believe that the reason for all these scripts development is the coolness, there must be something more to it...