DON'T FORGET TO FREEZE TRANSFORMATIONS (Modify>Freeze Transformations) after creating a control. It allows you to reset easily in case something goes horribly wrong.
Leg IK:
- From the Animation menu, select Skeleton>IK Handle Tool>Option box and make sure the Current Solver is set to RP solver.
- Create IK chains between the hip and ankle joints, the ankle and toe joints, and the toe and toe end joints.
- Create a NURBS circle to use as a controller. Position it around the foot and freeze transformations.
- Select the toe end and toe IK handles and parent them to the ankle IK handle ("p")
- Select the ankle IK handle and parent it to the NURBS circle ("p").
- Create a locator for a pole vector constraint (Create>Locator).
- Hold down "v" for snap and move locator to knee.
- Move locator away from knee on the Z axis.
- Freeze transformations for the locator.
- Select the locator, then the ankle IK handle.
- Select Constrain>Pole Vector.
Root control:
- Create a NURBS circle to use as a controller. Position it around the character's waist and freeze transformations.
- Select the root joint then the controller circle, and parent ("p").
Character move control:
- Create a NURBS circle to use as a controller. Position it at the base of the character and freeze transformations.
- Select the foot controllers, the knee pole vector constraints, and the root control, then the controller circle, and parent ("p").
OPTIONAL
Arm IK: (Use arm IK only if your character has to keep his hands planted on something)
- Select the wrist joints, go into component mode (F8), click on the question mark button (?), and rotate axis so that the X axis aligns with the bone connecting the wrist to the elbow.
- Right-click and select "Set preferred angle", then freeze transformations
- Exit component mode (F8).
- Create a NURBS circle to use as a controller. Position it around the wrist and freeze transformations.
- With the NURBS circle selected, go into component mode (F8), click on the question mark button (?), and align the X axis similar to the alignment of the wrist joint.
- Exit component mode (F8).
- Create an IK chain (Skeleton>IK Handle Tool) between the shoulder and wrist joints.
- Select the controller circle then the IK handle, and select Constrain>Parent. NOTE: DO NOT use a simple parent command for this. Constrain>Parent adds additional information that makes this work.
- Select the controller circle then the wrist joint, and select Constrain>Orient.
- Create a locator for a pole vector constraint (Create>Locator).
- Hold down "v" for snap and move locator to elbow.
- Move locator away from elbow on the Z axis.
- Freeze transformations for the locator.
- Select the locator, then the IK handle.
- Select Constrain>Pole Vector.
- Select the wrist controllers and the elbow pole vector constraints, then the controller circle, and parent ("p").
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