Hi! I'll look into whether I have the latest IK/Fk plugin - certainly because this seems the best solution (IMO) and yet still a long way short of what I might call intuitive. Can I ask you to elaborate on that last sentence: 'we all still use IK/FK blend set up (it works and it's fast)'? Does this mean IK/FK blend system…
Working in Max, I've tried building several leg rigs using different methods for each. Seems the most popular is the IK set up with a swivel control for the knee. However, I find this system awkward. I don't feel like I have total control over the the way the legs operates, and it feels like a chore trying to lever into…
There is a plugin ik/fk solver for bone chains available - id suggest grabbing that if its updated to your current version Short of that there's a reason we all still use the standard ik - fk blend setup (ie. It works and is fast) .
I personally want to understand the mechanics, the science of rigging so I can get the most out of it and my characters. I'm trying to learn MaxScript too. Together it's a lot of work but no doubt will be a massive benefit. Actually, I've just thrown together something using IK that works really well. I've created an IK…
I like biped's simple leg set up, very few parts to interact with. No IK/FK switching and the swivel is controlled by the rotation of the shin. Same for the elbows, its controlled by the forearm rotation. No second set of limbs to blend between and snap back and forth, no goofy look at swivel to worry about, just simple…
I personally only use k n legs and never put foot controls inside an attribute holder. I prefer to have my controls where they should be ( on the foot). If requested by the animators I ' ll create an if fk snap/switch function using max script. You can set up you're swivel controller to work like the biped if thats what…