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Update the other limbs using the same IK and FK control techniques, to ensure consistent control across all the limbs of your character.
Type:
Tutorial
Length:
1 min.
Transcript
00:03
What I would recommend is using the hip control as the main control.
00:08
When blending the legs between the IK and FK spines rather than using the cog,
00:14
this will just give you more flexibility when animating the hips.
00:19
OK.
00:20
So what I'm gonna do is I'm gonna quickly whip through and update the other limbs now.
00:24
So I'll be back in a sec to show you what they look like.
00:28
So here we have all the FK limbs rigged,
00:31
we can move the code control and they all follow.
00:35
Just as I mentioned before,
00:36
you can use the hip control on the IK spine to control the legs
00:42
and the limbs follow when the spine blends between IK and FK.
00:47
OK. So that's the FK limbs set up
00:51
just to further illustrate the world orient attributes we added
00:55
if I rotate the character, now the arms and legs rotate with him.
00:59
If I select the FK controls
01:02
and set world orient to one,
01:06
you see the difference, the limbs move with the torso but don't rotate with it.
01:11
So they remain level.
01:13
This is a nice option for the animator. So the limbs can be more independent
Video transcript
00:03
What I would recommend is using the hip control as the main control.
00:08
When blending the legs between the IK and FK spines rather than using the cog,
00:14
this will just give you more flexibility when animating the hips.
00:19
OK.
00:20
So what I'm gonna do is I'm gonna quickly whip through and update the other limbs now.
00:24
So I'll be back in a sec to show you what they look like.
00:28
So here we have all the FK limbs rigged,
00:31
we can move the code control and they all follow.
00:35
Just as I mentioned before,
00:36
you can use the hip control on the IK spine to control the legs
00:42
and the limbs follow when the spine blends between IK and FK.
00:47
OK. So that's the FK limbs set up
00:51
just to further illustrate the world orient attributes we added
00:55
if I rotate the character, now the arms and legs rotate with him.
00:59
If I select the FK controls
01:02
and set world orient to one,
01:06
you see the difference, the limbs move with the torso but don't rotate with it.
01:11
So they remain level.
01:13
This is a nice option for the animator. So the limbs can be more independent
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