Lecture 11 - IK and FK Controls

# Lecture 11 - IK and FK Controls - CGS 3034 Lecture 11...

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CGS 3034 – Lecture 11 Inverse Kinematics FK Controls Introduction to Computer Aided Animation Instructor: Brent Rossen

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Overview – Script Editor and Posing Attach the Hat IK Chains IK Controls FK Control Nodes
Smooth Bind Hat Select the Hat, smurf_final:smurfhat Select the Joints, hatCenter_jt and hatTip_jt Skin > Bind Skin > Smooth Bind options Change Bind to: Selected Joints

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Inverse Kinematics Inverse Kinematics: method to control a number of related joints, similar to marionetting. used to aid in the process of posing a character IK Handle: the translation component of an IK solution Solves the problem of joint rotations based on a particular target
IK Solves Targeted Rotations Imagine the joint rotations your shoulder, elbow, and wrist go through to place your hand on your head. IK helps to solve this problem We'll use IK to connect the shoulders to the wrists, and the hips to the ankles This will cause the feet to stay where you tell them to instead of sliding around when the root is moved

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Combo IK and FK Our rig will use IK for the arm and leg movements, and FK for joints that are not part of an IK chain, such as the neck, waist, spine, and hands Advanced rigs will contain locator handles, constraints, joint angle limits, and set driven keys to assist in animation. But the general principles remain the same.
First thing we'll do is create a parent constraint from the root_jt to our root_ctrl locator Create a locator, name it root_ctrl , Move it into position in front of the smurf's belly button and Modify > Freeze Transformations With the locator selected Create > Annotation, call it root_ctrl Next, in the outliner, select the ct_root_ctrl and the root_jt

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Lecture 11 - IK and FK Controls - CGS 3034 Lecture 11...

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