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

Cont'd -- page 3

20) After doing the second set of constraints, you'll notice the control leg has moved halfway between the FK leg and the IK leg. (See Image E). Display the selection handles on the IK joint chain to hide them.

Image E

21) What we need to do next is to create a custom attribute for switching between the FK Leg and the IK Leg. With this attribute you need only animate the FK Leg or the IK Leg and never touch the control leg. The attribute can be assigned to any node. It's probably easiest to assign the attribute to the IKLegHandle or create a locator that is point constrained to the IKLegHandle and assign the attribute to the new locator. I'll describe the setup where is the attribute is located on the IKLegHandle. Select the handle and add the attribute (See Image F) with a range of 0-10. Just to keep all the constraints in one place, open the hypergrpah and parent the orient constraint on the ControlAnkle and the ControlBall to the ControlLegHandle. (See Image G). Your should have four constraints under the ControlLegHandle.

Image F                                                      Image G
                 

22) Using Set Driven Key, we'll now key the weights of the constraints to the custom FKIK attribute. Select the ControlLegHandle and open the Set Driven Key window and click on the Load Driver. Load the four constraints into the Set Driven Key window by selecting them and clicking on Load Driven.

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