So the basic IK we built couple videos ago can only accommodate so many leg poses, but with the use of offset controls and scaling to make the offsets possible/not look bad, we're gonna what, snap the IK to FK by bringing IK controls 'as close as basic IK allows' to where the FK leg is, but then use the offset controls to actually bring the IK controls exactly where the FK leg is? Or something like this I guess? My only issue with scaling is, isn't it unrealistic? :D
Yes...effectively we are going to cheat the knee to accomadate unrealistic FK rotations. As far as it being unrealistic. This is in the hands of the animators and the production. Some productions allow for creative and artistic pushing of character bounds etc and OFTEN times the director will ask for things that may temporarily break reality but in the context of the shot or the moment look perfectly fine. Having a leg that snaps IK to FK and back isn't so much about real or not (that's the anim/art choice) so much as a over time it is part of a "minimum control set" that animators generally want. Same thing with being able to scale FK or even just translate them. Used to accentuate squash and stretch especially in more stylized projects, but even on realistic stuff for a better "read", "impact" or "feel"
@@livinfreestyle6727 What a beautiful reply, thank you for caring enough to read comments let alone reply in such a detailed way... and every single time too...
Yes, although it usually takes me a little bit to catch up with the downloads, but where it makes sense I make all the project files or assets available (persistent mind tier and above). Glad you liked the video!
@@jcdentonunatco oh, I don't know if I've posted that one, but I priortize posting those so if that's the request I can upload it. Sometimes I just forget with all the other videos and editing going on
So the basic IK we built couple videos ago can only accommodate so many leg poses, but with the use of offset controls and scaling to make the offsets possible/not look bad, we're gonna what, snap the IK to FK by bringing IK controls 'as close as basic IK allows' to where the FK leg is, but then use the offset controls to actually bring the IK controls exactly where the FK leg is? Or something like this I guess?
My only issue with scaling is, isn't it unrealistic? :D
Yes...effectively we are going to cheat the knee to accomadate unrealistic FK rotations. As far as it being unrealistic. This is in the hands of the animators and the production. Some productions allow for creative and artistic pushing of character bounds etc and OFTEN times the director will ask for things that may temporarily break reality but in the context of the shot or the moment look perfectly fine. Having a leg that snaps IK to FK and back isn't so much about real or not (that's the anim/art choice) so much as a over time it is part of a "minimum control set" that animators generally want. Same thing with being able to scale FK or even just translate them. Used to accentuate squash and stretch especially in more stylized projects, but even on realistic stuff for a better "read", "impact" or "feel"
@@livinfreestyle6727 What a beautiful reply, thank you for caring enough to read comments let alone reply in such a detailed way... and every single time too...
great video! Is there a download for this content on your Patreon?
Yes, although it usually takes me a little bit to catch up with the downloads, but where it makes sense I make all the project files or assets available (persistent mind tier and above). Glad you liked the video!
@@livinfreestyle6727 thanks! I'm specifically looking for the this advanced control rig leg series. Is that up there?
@@jcdentonunatco oh, I don't know if I've posted that one, but I priortize posting those so if that's the request I can upload it. Sometimes I just forget with all the other videos and editing going on
There's an advance limb video coming that is a modular rig version of it too
@@livinfreestyle6727 look forward to it!