You will only need IK if your character needs to lock the end of its limbs (or tail, or whatever) in place. If your character floats, it's probably not necessary. But you still might want a combination FK/IK spine, depending on what your character looks like and how it moves.
Jipe, What is the benefit of an FK/IK spine? Sorry guys for the silly questions, but I'm pretty lost when it comes to rigging. also this is the character in question http://1.bp.blogspot.com/-5qkCw08BqfQ/TVwcnX0w3nI/AAAAAAAAAPI/9KreUIqhMNY/s1600/Illuminator_LowPoly.jpg
I'm not sure what app you're using, but FK is Forward Kinetics which means the joints are solved in their parent order, IK is Inverse Kinetics which means they are solved in reverse. IK typically there is a end node that you move around and all the joints figure out where they need to be. With FK its the default bone…
Hey guys! This is kind of a two part question. I'm working on a very short game for my senior project and I've come to the point where I need to start rigging things. So far I've been able to make a pretty decent skeleton for most of the characters and even skin them well enough, however once I get to the constraints I'm a…
Well through fiddling about with the rig, I've discovered that I can just parent the joint to the control handle. However I'm still concerned about the fact that I've not been able to find anything online about a simple FK rig. Do you need IK for some reason? or am I fine with just FK? Like I said, this character is not…