When using a solver, like IK/HI, limb movement is difficult to get right because whenever they are extended to fa they 'pop' into a strait line, which look extremely unnatural and is a pita to avoid. Is there some way to avoid this issue when making a rig?
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Animators usually learn to not extend IKs fully. We used to use soft-IK rigs, but reverted to regular IKs quite soon: it is easier not to extend a limb, rather than counter-animate the "sliding" of the final joint. Now we only make those rigs when the animation quality is no longer a priority and we know the animation would be outsourced... as often they don't bother with fixing IK pops.
I guess if the animation was about waving an extended limb, FK would make sense. In other cases generally an animator would simply adjust the movement so that the IK would come close to fully extending, but not quite extend to the point of a visible snap.
During animation, a good way to manually adress ik popping for feet is to use a foot roll setup. Using this, animators can slightly lift the feet to bend the knee joint, without having to touch the hip or footcontroller themselves, the lifting is often so subtle that its invisible
Anyhow, thread has been really enlightening. I think with this I'm set with solutions to solving this issue. Thanks everyone for the help!