Friday 10 April 2015

Rigging in Maya Chapter 10 - Creating IK Controls




In this 10th chapter you will get the idea of creating the IK or Inverse Kinematic control on the characters hand. While creating the joint chain of the hands, make sure they are aligned in the same at their secondary axis, because if you don't align them it can create a problem while creating the IK chain. The problem will happen for the preferred angle of the IK solver, it can reset the preferred angle by its own which can trigger a position jerk in the joint chain.

So when creating the joints make sure they are align in the secondary axis from the front view port. So while creating make sure you make the joint chain from top view and then make required changes from the front view but in the base parent of the joint chain like here we did it in the shoulder. Follow the video for the details.



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