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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 >>>>
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