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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