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It should be work Between IK to FK Controls as well as FK to IK controls but i am getting problem when its going fk to ik. so Is there any easiest way to short out this things.
actually , there are 2 things you need to know:
- check your rotation Orders + create SNAP_transforms
e.g. on the FK_Wrist_Ctrl and the IK_Wrist_Ctrl , usually in a cool rig , you will have 2 different rotation-orders for the both controls . and in order to get your snapping-script working well , i would suggest , you add a "IK_Wrist_SNAP"-group and a "FK_Wrist_SNAP"-group below your wristJoint ..... with the same position and orientation , the appropriate control has . and ideally also connect the rotation-order of the control , with this new snap-helper-transform ( this way , the system will not break , once any animator is changing any rotation-order )
then , in the snap-script , grab the rotation , and translation via "xform -q -ws -translation / -rotation IK_Wrist_SNAP" , and set these values to your IK_Wrist_Ctrl . this way , you will match 100% perfectly the position and rotation of your FK_Ctrl , and vice versa.
for the IK_elbow_Ctrl , i would suggest to simply snap the translation , to the translation of the elbow-joint.
usually , i place these kind of "SNAP"-transforms below the joints, e.g. FK and IK_SNAP below the wristJoint , FK_upperarm_SNAP below the upperarm_joint
- if you have setup a more or less complex stretchy-setup , the snapping script has to make some additional calculations / formula for calculation the stretch and set these attributes propperly .
addionally you might want to check out Aaron Holly's Fahrenheit Digital Rigging Part1 .... i think , as far as i remember , he is showing an FK-IK_snapping-script and explains it on the DVD .
thanks sim,..let me do this things whatever u suggested me.
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