Game Development Reference
In-Depth Information
At this stage, I recommend creating two new display layers, one called Skeleton (with a
display color of dark gray), and the second called Rig_Controls (with display color set to
white or an equally light color). Place the main skeleton in the Skeleton layer, and the new
control arms into the Rig_Controls layer. This will help us differentiate between the two
objects.
Arm IK
We already have FK control over the arms, because this is based on simple rotations of the
joints, and we can quite easily work with the control arms to animate the main arm. Now
let's add the option of IK so that we can lock the hand's position in space.
First, set the Skeleton layer to Template. We will be working only on the control arms, so
we don't want to accidentally select the main skeleton.
1. Go to Skeleton > IK Handle Tool and open the options.
2. Configure the options for a Rotate Plane solver, with the solver enabled and sticky,
and then click Close. Your mouse pointer is now a cross.
3. Select the control shoulder joint, followed by the control wrist joint. The IK is then
applied, giving you the main IK handle ( Figure 12.17 ) . Rename the IK handle to
L_ArmIK.
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