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Add the Rotate-Plane IK solver for the arm and adjust the elbow control so that there is no movement when switching between IK and FK.
Type:
Tutorial
Length:
6 min.
Transcript
00:03
We now need an I
00:05
handle. So go to the skeleton menu
00:07
and then down to create
00:09
I
00:09
handle
00:10
and open the options.
00:13
Just reset this,
00:14
we can leave the default options here.
00:17
The solver we need is the rotate plane solver.
00:22
This will create an IK chain
00:24
but give you the option of being able to also rotate it,
00:28
which we need. So we can control the elbow's position.
00:32
Now select the upper arm I care joint
00:36
and then the hand I care joint,
00:38
an I
00:39
handle is then created for us.
00:43
We can move this around and the arm follows.
00:46
So this is how IK works.
00:49
It evaluates the joints, rotations from the hand up to the arm
00:53
with FK.
00:54
The arm is evaluated the other way.
00:57
So from the upper arm down to the hand,
00:60
hence its name forward kinematics.
01:04
OK. Let's rename this,
01:06
call it arm left I can handle.
01:10
Now parent it to the arm. I care control,
01:13
just add it to the selection and press P.
01:17
We can use the control now to move the arm rather than the I care handle.
01:23
Rotating doesn't work yet. But we will come to that later.
01:28
You see
01:29
we can move the body now and the hand tries to stay in its original position.
01:35
The problem is we have no easily accessible control over the elbow.
01:40
So let's add that next
01:43
down here, we have these point to control icons.
01:47
So where is the arm one?
01:50
Ah Here it is arm PV. Control.
01:53
The PV just stands for Paul Vector.
01:56
Although you may want to rename these to elbow control
01:59
just so it's more obvious what they are.
02:02
First, let's move it. So it matches the elbow's position and orientation.
02:07
Let's switch to wireframe so we can see it.
02:11
So this is pointing or it will point towards the elbow
02:16
with that selected, also select the ICA
02:19
handle
02:21
and go to constrain Paul vector to create a Paul vector constraint.
02:26
What this will do is use the plane created along the arm.
02:30
So this triangle here
02:32
and try to keep the elbow aiming at the control
02:36
if we move the arm control. Now
02:38
you see the arm is flipping because the elbow control is too close.
02:43
If we move it behind the arm instead,
02:46
you see the arm twisting to stay pointed towards it.
02:50
Not just that though, it also gives us more control when it's behind the arm.
02:55
The problem is as we move it, the arm twists slightly
02:60
and this is just down to how the skeleton was built. And the positions of the joints,
03:05
the only real way to get around this is to
03:07
have the arms completely straight when viewed from the front.
03:10
So they're perfectly level.
03:13
But this doesn't always work with the character models or other elements of the rig,
03:18
but it's easy enough to get around.
03:21
So you see the elbow has changed position,
03:24
you can see it clearer if I show the model again.
03:27
Ideally,
03:27
we need there to be no movement as the animator switches between the IK and FK arms,
03:33
they should both be in the default position
03:36
when the rig is in its neutral pose.
03:39
So what do we do?
03:41
Well,
03:41
we need to record the movement and then apply that to the control
03:45
as an offset to correct the movement and move the elbow back into position
03:51
first, create a temporary locator.
03:54
No need to bother renaming it because we're gonna delete it soon
03:58
and use the match transformations tool to move it to the elbow joint.
04:03
Let's make this a little bigger
04:07
and now duplicate it. So we have two locators.
04:12
We now need to move these back behind the arm.
04:15
Let's open the move options and use this step snap option to move it an exact amount.
04:22
This is just so that we can move all these controls the same distance.
04:26
So set this to relative
04:28
and we will leave it set to 30
04:31
and move these back.
04:33
Now parent one of the locators to the elbow I care joint.
04:39
This now follows as the arm moves,
04:43
select the arm pull vector control and move this back now
04:48
to speed things up, we can quickly just match the locators, transforms
04:53
what we have now is a difference between the locators
04:56
and this is the distance we need to move the control to correct the offset.
05:02
Now,
05:02
you could work out the exact distance between
05:04
the locators using some of Mayer's distance tools,
05:08
but sometimes it's just easier to eyeball it.
05:11
So
05:12
move the control up until the locators lie in the same place.
05:17
Turn off snap.
05:21
OK. That looks about right
05:23
now, that's in position. We can delete those locators
05:27
if you want, you can delete the pole vector constraint,
05:32
make sure the arm is reset.
05:34
So no rotations are on the elbow
05:37
and then reapply it.
05:40
But you may find this doesn't make a huge difference.
05:42
So you may not need to reapply the constraint.
05:46
So we can now again, use this to control the elbow
05:49
if we move the arm, control the elbow points towards the Paul vector control.
05:54
And if I switch between IK and FK,
05:57
you see the arm doesn't move now.
05:59
So we have kept the IK arm in its default pose.
Video transcript
00:03
We now need an I
00:05
handle. So go to the skeleton menu
00:07
and then down to create
00:09
I
00:09
handle
00:10
and open the options.
00:13
Just reset this,
00:14
we can leave the default options here.
00:17
The solver we need is the rotate plane solver.
00:22
This will create an IK chain
00:24
but give you the option of being able to also rotate it,
00:28
which we need. So we can control the elbow's position.
00:32
Now select the upper arm I care joint
00:36
and then the hand I care joint,
00:38
an I
00:39
handle is then created for us.
00:43
We can move this around and the arm follows.
00:46
So this is how IK works.
00:49
It evaluates the joints, rotations from the hand up to the arm
00:53
with FK.
00:54
The arm is evaluated the other way.
00:57
So from the upper arm down to the hand,
00:60
hence its name forward kinematics.
01:04
OK. Let's rename this,
01:06
call it arm left I can handle.
01:10
Now parent it to the arm. I care control,
01:13
just add it to the selection and press P.
01:17
We can use the control now to move the arm rather than the I care handle.
01:23
Rotating doesn't work yet. But we will come to that later.
01:28
You see
01:29
we can move the body now and the hand tries to stay in its original position.
01:35
The problem is we have no easily accessible control over the elbow.
01:40
So let's add that next
01:43
down here, we have these point to control icons.
01:47
So where is the arm one?
01:50
Ah Here it is arm PV. Control.
01:53
The PV just stands for Paul Vector.
01:56
Although you may want to rename these to elbow control
01:59
just so it's more obvious what they are.
02:02
First, let's move it. So it matches the elbow's position and orientation.
02:07
Let's switch to wireframe so we can see it.
02:11
So this is pointing or it will point towards the elbow
02:16
with that selected, also select the ICA
02:19
handle
02:21
and go to constrain Paul vector to create a Paul vector constraint.
02:26
What this will do is use the plane created along the arm.
02:30
So this triangle here
02:32
and try to keep the elbow aiming at the control
02:36
if we move the arm control. Now
02:38
you see the arm is flipping because the elbow control is too close.
02:43
If we move it behind the arm instead,
02:46
you see the arm twisting to stay pointed towards it.
02:50
Not just that though, it also gives us more control when it's behind the arm.
02:55
The problem is as we move it, the arm twists slightly
02:60
and this is just down to how the skeleton was built. And the positions of the joints,
03:05
the only real way to get around this is to
03:07
have the arms completely straight when viewed from the front.
03:10
So they're perfectly level.
03:13
But this doesn't always work with the character models or other elements of the rig,
03:18
but it's easy enough to get around.
03:21
So you see the elbow has changed position,
03:24
you can see it clearer if I show the model again.
03:27
Ideally,
03:27
we need there to be no movement as the animator switches between the IK and FK arms,
03:33
they should both be in the default position
03:36
when the rig is in its neutral pose.
03:39
So what do we do?
03:41
Well,
03:41
we need to record the movement and then apply that to the control
03:45
as an offset to correct the movement and move the elbow back into position
03:51
first, create a temporary locator.
03:54
No need to bother renaming it because we're gonna delete it soon
03:58
and use the match transformations tool to move it to the elbow joint.
04:03
Let's make this a little bigger
04:07
and now duplicate it. So we have two locators.
04:12
We now need to move these back behind the arm.
04:15
Let's open the move options and use this step snap option to move it an exact amount.
04:22
This is just so that we can move all these controls the same distance.
04:26
So set this to relative
04:28
and we will leave it set to 30
04:31
and move these back.
04:33
Now parent one of the locators to the elbow I care joint.
04:39
This now follows as the arm moves,
04:43
select the arm pull vector control and move this back now
04:48
to speed things up, we can quickly just match the locators, transforms
04:53
what we have now is a difference between the locators
04:56
and this is the distance we need to move the control to correct the offset.
05:02
Now,
05:02
you could work out the exact distance between
05:04
the locators using some of Mayer's distance tools,
05:08
but sometimes it's just easier to eyeball it.
05:11
So
05:12
move the control up until the locators lie in the same place.
05:17
Turn off snap.
05:21
OK. That looks about right
05:23
now, that's in position. We can delete those locators
05:27
if you want, you can delete the pole vector constraint,
05:32
make sure the arm is reset.
05:34
So no rotations are on the elbow
05:37
and then reapply it.
05:40
But you may find this doesn't make a huge difference.
05:42
So you may not need to reapply the constraint.
05:46
So we can now again, use this to control the elbow
05:49
if we move the arm, control the elbow points towards the Paul vector control.
05:54
And if I switch between IK and FK,
05:57
you see the arm doesn't move now.
05:59
So we have kept the IK arm in its default pose.
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