Character Rigging – Step 6 – IK/FK Arm (Autodesk Maya)

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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.

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35 thoughts on “Character Rigging – Step 6 – IK/FK Arm (Autodesk Maya)

  • August 19, 2019 at 14:58
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    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 😀

  • August 19, 2019 at 14:58
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    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.

  • August 19, 2019 at 14:58
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    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

  • August 19, 2019 at 14:58
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    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

  • August 19, 2019 at 14:58
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    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 ^_^

  • August 19, 2019 at 14:58
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    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

  • August 19, 2019 at 14:58
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    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

  • August 19, 2019 at 14:58
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    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

  • August 19, 2019 at 14:58
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    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.

  • August 19, 2019 at 14:58
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    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……………..

  • August 19, 2019 at 14:58
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    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?

  • August 19, 2019 at 14:58
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    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!

  • August 19, 2019 at 14:58
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    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.

  • August 19, 2019 at 14:58
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    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!!!

  • August 19, 2019 at 14:58
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    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.

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