Ik Blend vs three chain rig?
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Regarding IK/FK blending: I have seen a common method that creates three joint chains for the arm — one for the controlling FK rig, one for the IK rig and one for the joints to be controlled — to allow simple switching between IK and FK modes. This system uses orient constraints.
What is the benefit of this complex rig compared to just keying the ikHandle’s IkBlend between 0 and 1 to switch between IK/FK? Is it just to make it simple for the animator to switch using an attribute? It seems like a lot of work to set up if you are not going to switch often.
Also, using this tip of rig, to make the arm stay in position when you switch between IK/FK, is there another step? If so what is used — some kind of expression?
Finally, I can not find a good tutorial on using the ikBlend parameter correctly so that the poses match when you switch. Any links to tutorials would be appreciated.