@StephenVyas Small suggestion; For the upper/lower leg joint you should be able to just select the upper joint and then assign the first child as the lower joint. That's pretty nice how the IK goal stays with it even when using FK, instead of being blended/snapped afterwords. How is that being setup?
Here is an update on the tool I'm working on. Added a stretch IK function. I'm still a rookie so there is a lot of bugs and stuff I don't really know how to solve. But I've learned a lot these last couple of weeks and I'll try to improve this tool when I have more time on my hands.
Cross-post from Tech-Artists. I have this automated knee setup that I'm proud of that I never see anyone else use, which is sad because it's so easy to create! So I made a video tutorials about it. Any feedback is appreciated. :D [ame="http://www.youtube.com/watch?v=Z6jNFKn7hgM"]Maya - Automated Polevector for IK Leg -…
I've been working on setting up the Razer/Sixense device as a mocap input for maya. You get around 1deg rotation and 1mm translation precision at 60hz. I don't have spectacular demo videos, but hopefully you get the idea and if people are interested I'd love to hear suggestions on how to improve it. Interface: Controlling…
I was looking for a better way to rig quadruped legs. I found this link. Too bad that Max doesn't have a Spring IK Solver, so I started to write one. Just use a comma or semicolon. When saving the string check for comma's and if there is one just give a "No commas in the name warning." Personally, I use the built in Max…
Crossposting from my sketchbook. I posted some of these in the usual pimping and preview thread, but this is a much better place for rigging :) These are two robots that I rigged for a current student of my 3D course, Stephen Gibson http://www.ssgibson.ca/ He modeled and textured these badboys and I worked my magic to give…
[Animation stuff below] Last month, I set out to build a GUI. This GUI was intended to take care of my FK/IK animation setup that I enjoy using in Maya. Before this, it was long and tedious process to do to each individual limb on a character... let alone many characters for a scene. So, now that most of it is setup within…