Results 1 to 5 of 5

Thread: How to set up IKs with controllers?

  1. #1

    How to set up IKs with controllers?

    Not sure which forum this would go in, so I'll just ask here. What steps would I need to take in order to create IK constraints with wrist controllers similar to the ones created with Ctrl Alt Destroy's IK controller setup script?

    Just so I know how to do it without relying on the script in case I want to animate with a different bone setup, or a different part of the body.
    Reply With Quote

  2. #2
    Taiko Drums = Win
    Join Date
    Sep 2006
    Location
    Longbranch, WA
    Posts
    2,692

    Re: How to set up IKs with controllers?

    Bitch get on xfire. I'll tell you.
    Reply With Quote

  3. #3
    Senior Member
    Join Date
    May 2008
    Posts
    209

    Re: How to set up IKs with controllers?

    If you help him on the forums, it'll help people in the future when they search for it!
    Reply With Quote

  4. #4
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: How to set up IKs with controllers?

    Quote Originally Posted by seanthelawn View Post
    If you help him on the forums, it'll help people in the future when they search for it!
    .
    Reply With Quote

  5. #5
    Taiko Drums = Win
    Join Date
    Sep 2006
    Location
    Longbranch, WA
    Posts
    2,692

    Re: How to set up IKs with controllers?

    Alright, finally after dicking around in CAD's script I found out how (i used to know but i forgot)

    If it's arms, they cannot be perfectly straight, they have to be bent out of position, so I usually set up my origins with them.

    1. Then, create an IKHISolver from the start bone to the endbone. Rename this to whatever, I don't care.

    2. Then, create a dummy (helpers>dummy). move it to about where that bone is. Create an orientation constraint the end bone to the dummy.

    3. Create what you want to use as your "controller" ie: splines like in CAD's tutorial, or a dummy (however, I have had problems using those as controllers in the past.)

    4. Link the dummy and the ik constraint to the controller

    5. ???

    6 Profit!

    You can use this for basically anything, however, i STRONGLY recommend using biped systems for skeletal bodies (people, aliens, such) because they can plant their position and rotation (ik is completely locked, and FK is un-locked) for bones. (if you create a running animation for halo, they dont have to run in place, i'm not sure why peoiple think this)
    Last edited by FRain; December 4th, 2009 at 09:41 PM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •