https://i.ytimg.com/vi/Qtua3919Gm0/hqdefault.jpg
This is a continuation of the previous 5 character rigging tutorials. This is part 6 and goes into rigging the character’s arm and setting up an IK/FK (Inverse Kinematics and Forward Kinematics) Arm Switch.
source
35 responses to “Character Rigging – Step 6 – IK/FK Arm (Autodesk Maya)”
I had such a hard time getting this right with other tutorials. You saved me! The others even got comments from confused people and somehow got surprised people didn't get it…Thanks so much 😀
I really like this tutorial it's extremely helpful, but you forgot to mention that it's crucial (if you use orient constraints) that both, driver and driven, have the same orientation.
Hey where do you parent the Hand_IK_c to? thanks
THANK YOU SO MUCH
Hey, this is great!! I have started using this tutorial for my IKFK arms and soon legs…but was wondering, I have a twist setup on my Shoulder, forearm & wrist, then I have a joint average that comes out of the elbow to maintain volume in the elbow when it bends. My question is.. do I have to do this IKFK setup with the 'bare bones' and THEN add the twist setup and Joint average to my elbow after the IKFK setup is complete? I mean I'm trying to do it now with that stuff connected and it is getting hectic.. Thanks
mam your voice is very sweet
love your voice
Your tutorials are really helpful, you're a really good teacher. Keep it up👍🏻
Maya is very good with a rig/skin/animation processes
why does my arm bends up as if pulled from the hand ik when i parent my shoulder with clavicle?
Help !Help! When I switch from Ik to FK mode … the arm from IK position switch to the default position of the FK..Is this correct instead of going to position of the Ik where I keyframe it ?
Please Reply!! Thanks u in advance
Best tutorial ever! May God bless U . Thank U Soo much!
I wish you were my prof. I thought this was super complicated during lecture, but it's actually really easy when you explain it! You made rigging "click" for me. Much appreciated ^_^
I've run into a problem at 30:29 when I am in IK mode and I try to move the hand in the same way my whole arm goes crazy and the translation go crazy and don't move the way I want it to or the way I am moving it with the mouse I only have the one hand control that has the custom attributes on it and the IK/FK switch on it. so when i try to grab that to move the arm in IK mode the whole arm moves crazy….can anyone help, please if there is any way for me to send someone my maya 2017 file so they can see first hand what I am talking about let me know
hi, how would you blend them? so that you can seamlessly switch between them?
When I parent the ik handle for the arm to the hand control. It does arm does not move anymore. It also happens when I add the pole vector for the elbow
Hello, this is a good tutorial, I was able to do everything you said, but I have a problem. When moving the hip of the character, the arms in IK do not stay still, as when the legs stay in place and the bones are stretched. I did everything exactly as you did and I checked it. Is it missing a bone or IK handle on the arm that you have forgotten?
I really need to fix it urgently.
Thank you very much
All three arms still move after I do this. Not sure why. Once I skinned it, it's completely broken. I just don't get this stuff at all.
Can we make a symetry of this at the end?
very good tutorial. thanks much for keeping simple!
Thank you so mush (y)
SO SIMPLE!
You sound like Ruby from RWBY series. Anyway thanks for this tutorial
thanks for the tutorial but i have did all but the wrist is not following the hand move.
Thank you so much
well thank u i have xam of rigging after 6 hr and and i finished watching and learning ur videos….thank u….wat i couldnt learn for one semester u taught me very well in few hours……………..
I"m having trouble with the mirrored arm chain. The shoulder was mirrored at the first video and each chain was done separately but after constraining the mirrored main arm chain to the IK and FK chains, when I rotate my FK elbow controller the main elbow joint rotates in a strange way, making the wrist end up near the shoulder can anyone tell me what i should do?
I don't believe this has caused me any issues thus far, perhaps some uncertainty; I most of the time find that the panel which reveals your groups, joints, objects, ect to the left, seem to be different than mine a lot of the time. For example, in this video, around min 5 when are hiding joints, I had to go all the way into my root expand symbol and hid the shoulder from in ther. It looks like you just have your shoulder_REAL as a listed joint non parented. Why might yours reveal this way? *Side note, sorry for asking so many questions on these vids lol, just want to be thorough. Great tutorial btw, better than pluralsight for sure!
Thank you SO MUCH!
Question. I don't remember if you mentioned this in the video or not. When parenting the REAL arm back onto the rig do you parent the ik and the fk as well or leave them free floating by themselves? Also, when you create a character set do you add the ik and the fk arms to it as well. I've been trying to figure that out but when I place multiple key frames, say I place a key frame at frame 1 and then move the arms to another location and put a key frame at like frame 5, it stays at what key frame 1 is.
thanks
hey i have a meager problem with my R_ARM. I apply the same exact steps to my R_ARM but its not working right like the L_ARM the R_arm is flipping all over when i do the rotation like what you do in the video at 18:12. i need sum help please…..ANYONE!!!
should I hide the the ik and fk bones with the switch? i see you left them visible
GENIUS!!!
i want to say thank u a 1000 times the best and the easiest video i cant find
please provide ik/fk matching tutorial you can only show ik/fk blending .but when we switch on any one the another one cant follow them.please provide that tutorial also but without script. provide in easy way.