Tuesday, February 19, 2013
This next lesson in the book I read was a bit more complex than the previous one about motion trails. This one was about alternating between IKs and FKs in order to create more fluid animation. To be clear, (F)orward (K)inematics means that the position of the end of the joint (usually arm or leg) is dependent upon the joints leading up to it, whereas (I)nverse (K)inematics is the opposite; it's inverted. The hand is on it's own and controls the limb. They both have their strength and weaknesses. In this case, FKs are not useful for pushing or pulling things because they follow the arms. IKs are very helpful for this, because they stay in one spot; the position of the body or limbs is irrelevant. The Character is pushing on a box without success. I was provided the man stepping forward but his arms had no animation. By using the Channel Box, I was able to set the FKs in the hand to switch to IKs at a particular frame, giving me IK control after and FK control before. The frame was of course when he made contact with the box. By moving his hands into position using FKs and keeping them there with IKs, it creates a much more realistic movement. Here's the final rendering: http://www.youtube.com/watch?v=8YrNjnPcsOg&feature=youtu.be
Overall, this, along with the layers from a while back, is one of the most useful things I've picked up from this book.
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