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After the spine, neck, head, and eye controls are done, wire the FK controls for the limbs and ensure that the rotate order is synchronized.
Type:
Tutorial
Length:
4 min.
Transcript
00:03
So now the spine, head and neck are rigged. So let's turn our attention to the limbs
00:09
first. We're going to wire up the FK controls.
00:12
And these are very similar to how we built the FK spine.
00:17
Let's hide the leg controls for now and focus on the arms.
00:21
All we need at this stage is for the FK controls to move and rotate the FK joints.
00:28
As we are focusing on FK, we can hide the IK controls for now.
00:33
And these poor vector controls,
00:36
I'll just find the armed group in the outliner.
00:40
So the root control moves the whole arm
00:43
but the FK controls don't currently follow it.
00:46
So we need to make a few changes to how this works.
00:50
Let's hide the I care joints first
00:54
and move the arm IK and FK joints out of the arm group
00:59
and also delete that group.
01:02
I realize this will break things for now,
01:04
but we need to rework the hierarchy. So the FK controls work with the rig.
01:09
Next, we need to clean the translations from the joints.
01:14
So just as we have done many times before, move the values from here
01:19
down here
01:20
or use the script provided to speed things up.
01:23
That's the ICA joint done.
01:25
Now, the FK,
01:27
so you see the FK arm has rotated to here,
01:31
this is because we have joint orient values down here,
01:35
which had now been applied on top of the offset parent matrix values.
01:40
So we just need to remember when working with joints, we need to remove those two.
01:45
I'll do the same on the IK joint too.
01:48
We now need to repeat this for the rest of the FK joints.
01:52
So we can connect the controls like we did with the spine.
01:56
So copy the translate Y here
01:59
down to here.
02:01
This now doubles the distance this joint is from its parent.
02:06
So we just need to zero out the main attribute to move it back
02:10
and now do the same with the hand FK joint
02:14
reset this to move it back.
02:17
So now we can set this arm up in exactly the same way that we did the spine
02:21
using direct connections,
02:24
which is why we needed the joints translations to be zeroed out,
02:29
open the node editor
02:31
and bring the FK controls in
02:34
just reorganize these.
02:36
And now bring the FK joint in too.
02:40
I'll move these so they are next to the same controls.
02:45
Now connect the hand controls, rotate attribute to the hand FK joints,
02:50
rotate attribute
02:52
and also connect the translations
02:55
repeat this for the lower arm,
02:57
connecting the rotations and translations to the lower arm FK joint.
03:03
We need to do something different for the upper arm.
03:06
If you remember,
03:07
we had to connect the spine differently too.
03:10
So it would inherit any parent translations
03:13
this time, connect world matrix zero
03:17
to offset parent matrix.
03:20
We can move the route now and the FK arm controls follow.
03:25
If we use direct connections,
03:27
it would stay in world space and we saw this with the spine.
03:31
So now we can control the arm using forward kinematics.
03:36
Nice and easy.
03:37
And we didn't need to use any offset groups or constraints.
03:41
While we are here, we also need to check the rotate orders.
03:45
You see the joint is set to YXZ
03:49
and the control is XYZ.
03:51
We ideally need these to match.
03:54
So let's update the control.
03:56
I don't know if you did, but did you notice that the arm moved slightly as I changed?
04:00
It,
04:01
it was only a little movement but this is
04:03
why it's important to update the rotate orders.
04:06
So the controls and joints are synchronized.
04:09
If you do this later, once the character has been animated,
04:12
the animation would change and need to be redone.
04:16
Let's update the other controls.
04:19
OK. That's the arm done.
Video transcript
00:03
So now the spine, head and neck are rigged. So let's turn our attention to the limbs
00:09
first. We're going to wire up the FK controls.
00:12
And these are very similar to how we built the FK spine.
00:17
Let's hide the leg controls for now and focus on the arms.
00:21
All we need at this stage is for the FK controls to move and rotate the FK joints.
00:28
As we are focusing on FK, we can hide the IK controls for now.
00:33
And these poor vector controls,
00:36
I'll just find the armed group in the outliner.
00:40
So the root control moves the whole arm
00:43
but the FK controls don't currently follow it.
00:46
So we need to make a few changes to how this works.
00:50
Let's hide the I care joints first
00:54
and move the arm IK and FK joints out of the arm group
00:59
and also delete that group.
01:02
I realize this will break things for now,
01:04
but we need to rework the hierarchy. So the FK controls work with the rig.
01:09
Next, we need to clean the translations from the joints.
01:14
So just as we have done many times before, move the values from here
01:19
down here
01:20
or use the script provided to speed things up.
01:23
That's the ICA joint done.
01:25
Now, the FK,
01:27
so you see the FK arm has rotated to here,
01:31
this is because we have joint orient values down here,
01:35
which had now been applied on top of the offset parent matrix values.
01:40
So we just need to remember when working with joints, we need to remove those two.
01:45
I'll do the same on the IK joint too.
01:48
We now need to repeat this for the rest of the FK joints.
01:52
So we can connect the controls like we did with the spine.
01:56
So copy the translate Y here
01:59
down to here.
02:01
This now doubles the distance this joint is from its parent.
02:06
So we just need to zero out the main attribute to move it back
02:10
and now do the same with the hand FK joint
02:14
reset this to move it back.
02:17
So now we can set this arm up in exactly the same way that we did the spine
02:21
using direct connections,
02:24
which is why we needed the joints translations to be zeroed out,
02:29
open the node editor
02:31
and bring the FK controls in
02:34
just reorganize these.
02:36
And now bring the FK joint in too.
02:40
I'll move these so they are next to the same controls.
02:45
Now connect the hand controls, rotate attribute to the hand FK joints,
02:50
rotate attribute
02:52
and also connect the translations
02:55
repeat this for the lower arm,
02:57
connecting the rotations and translations to the lower arm FK joint.
03:03
We need to do something different for the upper arm.
03:06
If you remember,
03:07
we had to connect the spine differently too.
03:10
So it would inherit any parent translations
03:13
this time, connect world matrix zero
03:17
to offset parent matrix.
03:20
We can move the route now and the FK arm controls follow.
03:25
If we use direct connections,
03:27
it would stay in world space and we saw this with the spine.
03:31
So now we can control the arm using forward kinematics.
03:36
Nice and easy.
03:37
And we didn't need to use any offset groups or constraints.
03:41
While we are here, we also need to check the rotate orders.
03:45
You see the joint is set to YXZ
03:49
and the control is XYZ.
03:51
We ideally need these to match.
03:54
So let's update the control.
03:56
I don't know if you did, but did you notice that the arm moved slightly as I changed?
04:00
It,
04:01
it was only a little movement but this is
04:03
why it's important to update the rotate orders.
04:06
So the controls and joints are synchronized.
04:09
If you do this later, once the character has been animated,
04:12
the animation would change and need to be redone.
04:16
Let's update the other controls.
04:19
OK. That's the arm done.
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