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Configure IK controls for the four main joints of the leg using a spring solver, and adjust the spring angle bias.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
If this were a normal biped leg,
00:06
then we would pretty much use the same IK setup that we created for the arm.
00:11
This limb is a little different though because it's
00:13
made up of three sections instead of two.
00:16
So it's classed as a quadruped limb.
00:20
What I'm going to do here is use my personal favorite setup,
00:23
but it may be that one of the other configurations better complements your own rig.
00:29
OK.
00:30
So I've already updated the controls, visibility,
00:32
so they change with the attribute.
00:35
So the IK and FK controls show and hide when needed.
00:40
I've also added this extra hock control here
00:44
and this is simply parented to the foot control.
00:47
OK. Let's find the main IK and FK joints
00:52
and hide the FK ones.
00:54
What we need is another set of joints,
00:56
ones which will help to drive the quadruped leg.
01:00
So use control and D to quickly duplicate the thigh IK joint
01:05
and then delete the tours.
01:08
We just need the four main joints.
01:11
Now rename these changing IK to driver.
01:16
OK. Let's isolate these. Now,
01:19
what we now need is another I
01:21
handle,
01:22
but this time we're going to use a spring solver.
01:25
You can also use a rotate plane solver too. If you prefer.
01:31
Actually, let's create one of those first. So we can compare
01:34
so create it from the first joint down to the very last joint.
01:39
If we move the IK handle,
01:41
now you will see that the lower leg compresses more than the upper section.
01:45
So this is OK, but it's not perfect.
01:49
Let's undo that.
01:51
And now let's create a spring solver.
01:55
You see, we now have a much nicer and more predictable compression
01:59
throughout the whole leg.
02:01
One thing to point out is that the spring solver isn't always available as an option.
02:06
If you don't see it, all you need to do is activate it.
02:10
You can do this in the script editor using a simple command
02:13
IK spring silver.
02:17
What you can also do with a spring solver is adjust the spring angle bias here
02:23
using the ramp, we can adjust how the leg compresses.
02:28
So on a more advanced rig,
02:29
we could wire this up to some controls to give
02:32
the animator the option to further fine tune the poses.
02:36
Now the spring silver is great in some situations,
02:39
but it won't always work with every rig.
02:41
It can be a little temperamental.
02:44
Let's rename this to driver left I care handle
02:48
and bring the rest of the rig back.
02:51
We are just going to parent the ICA handle to the foot control. So select it and press P
02:58
the driver leg. Now moves with the control.
Video transcript
00:03
If this were a normal biped leg,
00:06
then we would pretty much use the same IK setup that we created for the arm.
00:11
This limb is a little different though because it's
00:13
made up of three sections instead of two.
00:16
So it's classed as a quadruped limb.
00:20
What I'm going to do here is use my personal favorite setup,
00:23
but it may be that one of the other configurations better complements your own rig.
00:29
OK.
00:30
So I've already updated the controls, visibility,
00:32
so they change with the attribute.
00:35
So the IK and FK controls show and hide when needed.
00:40
I've also added this extra hock control here
00:44
and this is simply parented to the foot control.
00:47
OK. Let's find the main IK and FK joints
00:52
and hide the FK ones.
00:54
What we need is another set of joints,
00:56
ones which will help to drive the quadruped leg.
01:00
So use control and D to quickly duplicate the thigh IK joint
01:05
and then delete the tours.
01:08
We just need the four main joints.
01:11
Now rename these changing IK to driver.
01:16
OK. Let's isolate these. Now,
01:19
what we now need is another I
01:21
handle,
01:22
but this time we're going to use a spring solver.
01:25
You can also use a rotate plane solver too. If you prefer.
01:31
Actually, let's create one of those first. So we can compare
01:34
so create it from the first joint down to the very last joint.
01:39
If we move the IK handle,
01:41
now you will see that the lower leg compresses more than the upper section.
01:45
So this is OK, but it's not perfect.
01:49
Let's undo that.
01:51
And now let's create a spring solver.
01:55
You see, we now have a much nicer and more predictable compression
01:59
throughout the whole leg.
02:01
One thing to point out is that the spring solver isn't always available as an option.
02:06
If you don't see it, all you need to do is activate it.
02:10
You can do this in the script editor using a simple command
02:13
IK spring silver.
02:17
What you can also do with a spring solver is adjust the spring angle bias here
02:23
using the ramp, we can adjust how the leg compresses.
02:28
So on a more advanced rig,
02:29
we could wire this up to some controls to give
02:32
the animator the option to further fine tune the poses.
02:36
Now the spring silver is great in some situations,
02:39
but it won't always work with every rig.
02:41
It can be a little temperamental.
02:44
Let's rename this to driver left I care handle
02:48
and bring the rest of the rig back.
02:51
We are just going to parent the ICA handle to the foot control. So select it and press P
02:58
the driver leg. Now moves with the control.
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