I would also advise using CatRig instead of the pretty old IK solvers that ship with Max. CatRig is a hybrid FK/IK system and also has a layers features that would work well for turning on/off different anims like your landing gear.
v1.16 of The Rigging Toolbox has just been released. Some bug fixes and general code cleanup but more importantly, stretchy IK is now an option while auto-rigging legs and arms. The stretchy IK solution is fast and will not lag during posing. I've also improved the automated pole-vector positioning to maintain IK chain…
You want to use an HD IK solver. (History Dependent) Go to the Hierarchy Panel > IK tab and you can define joint restrictions, joint limits, and sliding. HD solvers are a little finicky, especially when you undo. But it should play fine when you hit the play button. In the IK chain you'll want to use a dummy instead of the…
This system could be easily built with IK. It would even work well with the non-parallel motion your second image would need to have. Here's a quick example: Create a bone for your control (red). Create a seperate bone chain for the rest of the hinge (green) then create an IK solver from the base of the green chain to the…
Hey guys and gal's, finished up the rig for her, getting so close to the end i can taste it! This is a skeleton based rig and since I'm aiming for a game end budget, no blendshapes. Instead i built a library of poses and keyed them to a nul group. I decided to leave the arms and legs as just IK's due to there been no real…
Hello guys, I'm trying to wrap my head around animating with Human IK. I'm slowly taming it, but I'm still running into a really shitty issue: I can't seam to find a way to modify The Local Rotation Axis of my Human IK controls to something that I can use. Basically, I would like to set the rotation axis to something that…
You could try creating another IK handle on the disconnected joint and parenting that to the root. That should keep it in place. If that doesn't solve your issue, look up tutorials on rigging fingertip IK, those should have a similar enough setup to get you on the right track
Aware of this, and indeed IK is how I was getting the FK positions to keyframe. The point of all this was to try to get this to FK-only, but I've solved it now in any case. I see that my post said that "use of FK" wasn't a valid answer, but it should have said "IK".
I've got an IK chain on a leg, and its spazzing out big time between the keyframes whenever I keyframe anything. What causes it and whats the best way to fix it or at least work around it? (so far I've been going through every keyframe, but it really isn't such a good option. I still get problems).
The thread posted above by the way does contain an IK/FK switch which works more intuitively than the 'standard' one which requires manual blending. It's not entirely what you're looking for, but it seems to be closer to what you want. From what I understand after just reading it, the IK is triggered by moving the IK…