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[Closed] IKFK Solver

Hi Guys

I’m quite noobish when it comes to character rigging, and was hoping for a quick IK FK switch solution, which is when I stumbled upon Felix Joleanes’ awesome plugin. I played with it in a simple hierarchy of boxes i bashed, out and thought ‘perfect’. So then I tried to whack it onto my character’s arm, and parts of his arm twisted all out of alignment. (see attached)

When I move the end effector it seems to do the right thing albeit with the parts of the arm incorrectly rotationally offset, and otherwise works perfectly.

Am I missing some requirement in the initial pose? The pivot points are simply set at joint locations, and rotated so that he’s easy to pose in FK. But i don’t really know what I’m doing.

In experimentation with pivot-only rotation, it looks like aligning the X axis down the limb helps. Is that a clue of some sort?

Any help is greatly appreciated.

Mikie

2 Replies

the best way is to create some helper objects or a normal bone chain and then apply the FK/IK solver. then you can link or skin the meshparts to your bonechain.

btw the FK/IK solver is really great! it would be cool to see some more development on this

I was avoiding using bones, because this is primarily a mechanical engineering/controls project, so there are already steel frame “bones”. After fighting with it for a little while I noticed that the local X axis of the limb needed to be pointing to the pivot of the next limb down the IK chain.

So I then went back to take a close look at bones, and low and behold, that is how they are oriented as well.

The IKFK solver is working a treat now and seems a heck of a lot simpler then doing a 3 bone solution.