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

Cont'd -- page 2

3) Open the Connection Editor window. Select the Control_Hip and click on "Reload Left". Select the original Hip and click on "Reload Right". Connect the Rotate X attribute of the original Hip to the Rotate X of the Control_Hip. Do the same for the Rotate Y and Z attributes. Do this also for the knee, ankle, and ball joints. You can also just click on the Rotate item in each box without going into the sub-headings for each joint. Rotate the control leg joints and verify that the original joints rotate with them. Hide the original joints and geometry. (See Image C).

Image C

4) Lock the Y and Z rotation of the Control_Knee joint giving it only one degree of freedom. If the knee isn't already bent then put a slight rotation in X on it. Select the Control_Hip joint and "Set Preferred Angle". You can right-click over the joint to get the pop-up menu.

5) Create an IK Handle that goes from the Control_Hip to the Control_Ankle. Name it ControlLegHandle. Move the handle away from the rest position.

6) Make a new leg by duplicating the control leg minus the IK handle. Reset the rotations of the joints on the new leg to 0. Name the new leg joints FK. Example: Name the duplicated hip FK_Hip and the duplicated knee FK_Knee. Display the selection handles for the FK joints and offset them. (See Image D).

Image D

7) Create a locator and position it in front of the FK_Knee joint. Move the locator directly on top of the knee by point snapping it to the joint. Then move it forward along the Z axis in front of the knee. Name the locator FKLegPV and "Freeze Transformations" on it

8) Orient Constrain the Control_Ball to the FK_Ball. Do this by selecting the FK_Ball, then the Control_Ball and choosing Constraint -> Orient.

9) Orient Constrain the Control_Ankle to the FK_Ankle.

10) Point Constrain the ControlLegHandle to the FKAnkle.

11) Pole Vector Constrain the ControlLegHandle to the FKLegPV locator and parent the FKLegPV to the FKKnee.

12) Rotate the FK Leg around and the Control Leg should follow it exactly. You might have to set up rotational limits on the FKKnee to keep it from hyper-extending. Reset the rotations to zero. Also remember that the knee only rotates in X.

13) Duplicate the FKAnkle. Name the new joint chain "IK" and unparent it. Example: Rename the joint FKAnkle1 to IKAnkle, IK_Ball, and IK_Toe. If there any constraints attached to this new joint chain, delete them. Reposition the IK_Ankle away from the FK leg.

14) Duplicate the FKLegPV and name the new locator IKLegPV. Hide the FKLegPV. Parent the IKLegPV to the skeleton root.

15) Now we are going to duplicate the steps above in when we constained the Control leg to the FK leg, but we will constrain it to the IK leg this time.

16) Orient Constrain the Control_Ball to the IK_Ball.

17) Orient Constrain the Control_Ankle to the IK_Ankle.

18) Point Constrain the ControlLegHandle to the IKAnkle.

19) Pole Vector Constrain the ControlLegHandle to the IKLegPV locator.

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