FK to IK Leg Setup in Maya -- Part 1
by Kris Kapp
spudk@texas.net
www.texas.net/~spudk

This tutorial is loosely based on Chris Landreths' "Mastering the Organic Character in Maya". It is a step-by-step guide on setting up a skeleton that will allow switching between FK and IK on the legs. It will also demonstrate a setup that will allow the character to pivot his foot on the toe, ball or heel. One of the nice things about this setup is if you already have a skeleton bound to a mesh, you can pipe the rotations of the newly created joints into the existing skeleton.

1) Make a leg based on your geometry. (See Image A). When creating the joints for the legs make sure that the settings on the joint tool are set on Auto Joint Orient to None. (See Image B). This creates a skeleton where the joint rotations and orientations are at 0. Name the joints to make it easier to keep track of them.

Image A

Image B

2) Duplicate the hip joint. We'll call this new leg the control leg. Rename the joints with the word "control" in front of the joint names. Example: The duplicated hip will go from "Hip1" to "Control_hip". Now we're going to use the connection editor to pipe the rotations of the control leg into the original leg.

Next >>>>

 

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal