Maya rigging tutorial : The IK Handle basics explained


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In this Autodesk Maya rigging video I will explain the basic function of the IK Handle also known as Inverse Kinematics handle.

Link to part 1 Parenting : https://youtu.be/6nRl5XW7MBk

Link to part 2 : Joints : https://youtu.be/CF3rupjYWa4

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20 responses to “Maya rigging tutorial : The IK Handle basics explained”

  1. So you can't create rigs just out of geometry like in Max. You have to use joints, align them properly, parent objects to them and only them apply an IK solver/handler. That sounds like more work from no reason.

  2. Mike nice tutorial, though i have a question in mind. When we apply the elbow joint straight without bending, we get the ik handle bending in the opposite direction. but when you apply the elbow joint straight, it works perfectly fine. Why so? We should rather apply the elbow joint slightly bent i guess? A lil help…

  3. For people wondering how to bring up the tool options in 2017 version go to the rigging tab and double click "create IK handle"

    It took me a little more time than it should have to figure that out.

  4. OMG! Thank You. By the way…I have a question, before I can use the bone tool with one polygon. Now i cant. im not sure whats wrong…if you can help me. please reply. im currently doing my final's plate for my 3d animation class. thanks.!

  5. Hi. I was wondering if could do a tutorial on how to make clouds form a vortex in the sky using maya? I've trying to figure out how for a while now and i haven't come up with much. Thats if you have the time thanks

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