KrisStaber Posted July 22, 2008 Share Posted July 22, 2008 hey how do you usually create an fk/ik switch in houdini ? in maya / xsi you usually create two rigs - one fk and one ik and the skin rig then blends between them Quote Link to comment Share on other sites More sharing options...
old school Posted July 22, 2008 Share Posted July 22, 2008 The IK/FK switch is not a switch but a slider called "Blend" on the InverseKin CHOP that is referenced by your bones. -jeff Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted July 22, 2008 Author Share Posted July 22, 2008 The IK/FK switch is not a switch but a slider called "Blend" on the InverseKin CHOP that is referenced by your bones.-jeff so you use that in houdini ? in maya and xsi people usually dont use the built in one for rigging Quote Link to comment Share on other sites More sharing options...
edward Posted July 22, 2008 Share Posted July 22, 2008 Give it a whirl and see what you think. Quote Link to comment Share on other sites More sharing options...
michael Posted July 22, 2008 Share Posted July 22, 2008 I've only every used one rig in Houdini...not an IK rig and an FK rig etc.... the IK/FK is always done with a blend... and you can do a switch with some pretty simple scripting - at a given frame jam the bone rotations from the IK into the rotation parameters and jam the bone rotations into the IK solution... Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted July 22, 2008 Author Share Posted July 22, 2008 thanks Quote Link to comment Share on other sites More sharing options...
pclaes Posted July 22, 2008 Share Posted July 22, 2008 Just as an example to see how sidefx implemented the fk/ik blending: create a new toon character, right-click on the node: -> allow editing of contents (this will allow you to browse and look inside of it) Go into the network, right clik on the "right arm" node: -> allow editing of contents Go into the arm network and take a look at the purple "blend" nodes. When you refer to Maya's switch, you set it up with rotation constraints and it really is more a blend than a hard switch. The weight of the maya constraint is the same as the weights inside the houdini "blend" node. There is no built-in switch like the one in Maya (like you said, nobody really uses it anyway), you have to set it up yourself with blend nodes. And yes, the ik-solver needs to be applied through chops. I think that as you go and you decide to implement other things (springy bones) you'll use chops a lot more. Just like in Maya you can blend as many bones with each other as you want. Quote Link to comment Share on other sites More sharing options...
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