To be honest I don't exactly understand what exactly you're trying to achieve that isn't very easily possible with a very standard type of inverse foot setup. You mentioned this: [ QUOTE ] [...]for a more specific example, reverse-FK on the foot, where I'd like to be able to: - Rotate the whole foot from the toes, heel or…
What you want is pretty hard at this point. There is a thread on CGtalk, maya character rigging sub forum, that deals with a bi-directional constraint which sounds to be what you're looking for. It's not likely to help you any further though. As for the FBIK, I've never really heard any animator talk about it as a viable…
I've been trying to push myself into learning some of Maya's more advanced features recently, and I'm kinda stuck on the subject of rigging. More specifically, the adding of additional controls to the rig, and getting those controls to all play nicely with each other. It seems inevitable that, no matter what I try to set…
[ QUOTE ] What exactly do you need the different controls to do? This will be helpful in doing a more complete write-up, as I have a ton of notes from my maya rigging class. [/ QUOTE ] Does it really matter? I thought I was pretty clear, but basically this goes for side-by-side IK/FK controls without having to…
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…
SkullboX: Yeah, that's what I expected regarding FBIK, though it seems like one should be able to deconstruct it and use the theory of it since it *appears* to be made from standard components. animatr: As far as I can tell, groups have the same problem as any other type of parenting constraint: in your example for…