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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Use the pull vector control to create the knee control, and adjust the control to prevent movement when switching between IK and FK.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
The last step is to add the knee control.
00:06
We have our pole vector control here,
00:09
which will be the knee control.
00:12
Let's bring back the joints,
00:14
select the control
00:16
and then the knee joint
00:18
and use the match transformations tool to snap the control to the joint.
00:23
I'll swap to wireframe so we can see it.
00:26
I'm going to rotate this. So the point points at the knee,
00:31
I'll use snap. So we get an exact rotation
00:34
that's better
00:36
with the control selected. Add the calf, I care handle to the selection
00:42
and go to constrain Paul vector
00:46
if we move the control out. Now
00:49
you see we get the same issue as the elbow where the joints are moving.
00:54
So we need to add in the offset,
00:57
create two new locators
00:59
and match these to the knee joint.
01:02
Let's make them bigger so we can see them
01:06
and we need to move them out. So let's snap them
01:09
and maybe use 30 again.
01:12
Now parent one of the locators to the knee, I care joint
01:16
doesn't matter which of these are just temporary.
01:20
Move the control out now to the same place as the locators
01:25
turn off, snapping
01:28
and move the control until the locators lie in the same space,
01:33
maybe a bit more.
01:36
OK. That's close enough.
01:38
Let's test it before we delete the locators.
01:41
So there shouldn't be any movement when we switch between IK and FK.
01:46
OK. Good.
01:47
Now, delete the locators.
01:49
All we need to do now is clean up the controls.
01:53
So just move all the values down to the transform, offset parent matrix tab
01:58
or just use the script
02:00
that's zeroed out now. So he's ready to be animated.
02:05
Let's just hide the joints
02:08
and we have control over the knee,
02:11
I can move the foot
02:12
and the knee is pointing at the control.
02:16
We can also adjust the hock control to further refine the pose.
02:21
OK?
02:23
So all we need to do now is repeat the process over on the opposite arm and leg.
02:29
OK? That's the arms and legs set up with both FK and IK functionality.
02:35
So all the main areas can now be animated and they all move together.
02:40
I also cleaned up the joint orient values on the thigh joints,
02:43
which I forgot to do earlier.
02:45
So the spring solver is behaving now,
02:49
if you remember, because I left these values on the joints,
02:52
the thigh was rotating the opposite way.
02:56
Whereas now
02:57
they rotate the right way.
Video transcript
00:03
The last step is to add the knee control.
00:06
We have our pole vector control here,
00:09
which will be the knee control.
00:12
Let's bring back the joints,
00:14
select the control
00:16
and then the knee joint
00:18
and use the match transformations tool to snap the control to the joint.
00:23
I'll swap to wireframe so we can see it.
00:26
I'm going to rotate this. So the point points at the knee,
00:31
I'll use snap. So we get an exact rotation
00:34
that's better
00:36
with the control selected. Add the calf, I care handle to the selection
00:42
and go to constrain Paul vector
00:46
if we move the control out. Now
00:49
you see we get the same issue as the elbow where the joints are moving.
00:54
So we need to add in the offset,
00:57
create two new locators
00:59
and match these to the knee joint.
01:02
Let's make them bigger so we can see them
01:06
and we need to move them out. So let's snap them
01:09
and maybe use 30 again.
01:12
Now parent one of the locators to the knee, I care joint
01:16
doesn't matter which of these are just temporary.
01:20
Move the control out now to the same place as the locators
01:25
turn off, snapping
01:28
and move the control until the locators lie in the same space,
01:33
maybe a bit more.
01:36
OK. That's close enough.
01:38
Let's test it before we delete the locators.
01:41
So there shouldn't be any movement when we switch between IK and FK.
01:46
OK. Good.
01:47
Now, delete the locators.
01:49
All we need to do now is clean up the controls.
01:53
So just move all the values down to the transform, offset parent matrix tab
01:58
or just use the script
02:00
that's zeroed out now. So he's ready to be animated.
02:05
Let's just hide the joints
02:08
and we have control over the knee,
02:11
I can move the foot
02:12
and the knee is pointing at the control.
02:16
We can also adjust the hock control to further refine the pose.
02:21
OK?
02:23
So all we need to do now is repeat the process over on the opposite arm and leg.
02:29
OK? That's the arms and legs set up with both FK and IK functionality.
02:35
So all the main areas can now be animated and they all move together.
02:40
I also cleaned up the joint orient values on the thigh joints,
02:43
which I forgot to do earlier.
02:45
So the spring solver is behaving now,
02:49
if you remember, because I left these values on the joints,
02:52
the thigh was rotating the opposite way.
02:56
Whereas now
02:57
they rotate the right way.
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