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FK to IK Leg
Setup in Maya
by Kris Kapp
spudk@texas.net
www.texas.net/~spudk
Cont'd -- page 4
23) In the Driver part of the
window, select the FKIK attribute on the left side. Select the first
constraint in the Driven part of the window and select the two weight
attributes on the right side of the window. (See Image H). Because of how we named the leg assemblies
you'll see one weight labeled FK and one weight labeled IK Both of
these weights should have a value of one in the channel box.
Image H

24) In the channel box set the value of the FKIK
attribute to 0. The four constraints should be listed under the
attributes in the channel box. Expand the tab of the attribute that
you have selected in the Set Driven Key window. (See Image I). Set the IK weight value to 0 and the FK weight
value to 1. Click on the Key button in the Set Driven Key Window.
Image I

25) Now set the Value of the FKIK attribute to 10.
Set the FK weight on the selected constraint to 0 and the IK weight
value to 1. Click on the Key button. Repeat this procedure for the
other three constraints. By changing the value of the FKIK attribute
you should be able to animate between the FK and IK leg assemblies.
26) Now to get really fancy I'll explain how to
set up a reverse foot that the IK Leg assembly is constrained to that
will allow your character to pivot on the various parts of the foot
(ball, toe, heel) and keep them stuck to the ground. Reset the FKIK
value to 0, then set all the rotations for the FK leg to 0. You may
want to hide the Control, FK, and IK leg assemblies. Show the original
leg joints and the geometry.
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