- Now we will constraint the ik arm to the fk arm, and then later control the weight of this constraint with the IKFK track. The idea is that the FK arm will be the master, but with the IKFK track we can turn on and off this influence.
- Select the "left.ik.arm.CTRL" and add a position constraint it to "left.FK.wrist.CTRL". You can add this in two places, automatically in Animation/Constraints/Position Constraints; or manually going to the Motion Panel, in the controller/track listing, under the position tracks, select Available/Assign Controller/Position Controller. You should be able to control the IK arm with the FK wrist control now.
- Select the "left.ik.elbow.CTRL" and add a position constraint to the "left.FK.forearm.CTRL".
- You should have a FK arm by now. Rotating any FK controller will rotate the arm as wanted. We need to be able to go back to IK.
- Wire the position controller weight from the "left.ik.arm.CTRL" (the arm IK controller) to it's own the IKFK custom attribute. This wiring is not showing in the image below because it's from one attribute/track to another in the same object. To do wiring, you select the object, RMB for the quad menu, Wire Parameters, and from the menu that popups (with the available tracks for the object) you should find these ones. And in the Parameter Wiring Dialog you should do this. It's not on the scope of this tutorial teaching how to use wiring, so if you haven't done this yet try to get used to the Parameter Wiring Dialog, it's not that complicated.
- Do the same with the elbow control (left.ik.elbow.CTRL), wire it's position constraint weight to the IKFK custom attribute at the arm controler.
- And now, if you did all of this with the arm in the position of the pictures above, start from scratch with the arms in T pose (like in the picture below). If your character is not on T pose, just take care to reposition the bones without changing their size, so you can place the bones inside the mesh after you've rigged the arm. You will also need to recreate all controlers you had freezed transform. This is because if you do all this setup in more than one rotating axys, things go weary when you use the FK arm.
- That's it.
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