I realised at somepoints i'd be switching between fk and ik in the arms depending on what the kids doing but when i turned off the ik i had no controls for the fk stuff and showing/selecting each joint seemed a messy way of working. So i decided to create some manipulators to attach to the elbows and wrists to help me when im animating using the fk rig. but then there were LOADS of controllers everywhere. this was messy and looked horrendous. so i sat in the corner and geeked out and decided i would find a way to hide the new fk controls when using the ik ones and vise versa....
The master control (big yellow arrow-y type thing) now has two additional attributes they are as follows:
ikManip
and
fkManip
both of these were added as Enum attributes which let me create a show/hide option in the channel box. I then connected the appropriate controllers visibility to the new attribute so they now appear or vanish as required....
I also locked and hid the translate/scale attributes for all the new fk manipulators to avoid confusion - they are also a different shape so i can instantly tell which mode the arms are in. And all the manipulators are now coloured too - red for the left, blue for the right and yellow for anything in the middle...
trying to work out how this would all work and connect up...
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