Thank you for another cool tip go along with a useful tool. As for this script's further development, my suggestion is that there should be a baking keyframe function for the whole timeline or highlighted timeline in order to match IK and FK not only for one pose/keyframe but the whole animation. This function will be quite useful for animators' workflow, those who have to deal with complex animation scene. Another suggestion is an add-on function that automatically searches for the joints of the selected controllers FK and IK without looking for them in the outliner.
hey thanks for all yours videos they are amazing, but I have one question if I may. The snap IK_ctrls to FK_ctrls works perfectly only when you don't break the "plane" that Rotate-Plane Solver is working on, do you know some cheat how to fix that? Is it possible though? I mean when you rotate the FK_elbow_ctrl on more than ONE axis then you break that "plane" and then snap doesn't work perfeclty :( cheers! Mateusz
Hi, how do you apply this setup when you have squash and stretch on both IK and FK? Best tutorial series so far. You go so much in detail and that's perfect
Thanks. I learned a lot from this tutorial. I have a question I'm trying to do IKFK match with only 1 arm, without creating the FK and IK arm. Is that possible ?
Hi! Thank You so much for all tutorials, I have a question, what would be the best approach to adjust rig to model slightly different than the one it was created for (similar humanoid model ,longer limbs etc.) Would it be fine to move joints with FK offset groups to desired locations and then match IK with FK?
whenere i try to parent the locator to the elbow, whenever i switch FK to IK or IK to FK the locator always goes on the opposite side, like the joint twists
Hi... I love all your Videos Really interesting and Very Useful. I have a Question if you could help me get understand. How can we do the IK FK MATCH WITH THE LEG.?? I have everything working fine. But i cant think of a way how to make the ball joints match to IK & FK. Can you please help me ??
2 year late but you need to set a orientation constraint. select left [IK leg ctrl] and then your [left ik ankle] and do a orient constraint with maintain offset on.
Blender has that feature already integrated in its Rigify add on feature with a one-click solution (which is all entirely free). It's so weird that Maya doesn't have a similar one-click feature and it's a $2500/year software
Making advanced rigs follow other advanced rigs would help. Eg have a rig that has chain rigs, robotic arms that attach to them and carrying another rig whilst being able to use an attribute to specify wether or not the other rig is attached. Reason could be i have a rig with a backpack that has a rig a weapon with its own rig and i want it to follow the character without problem without having to start manually parenting and unparenting in the hierarchy as this can be time consuming and frustrating whenyou have many joints and parts for each rig
If i wanted a rigged drone to follow a character with a swing arm how would this be done compared to making a rig directly attach to a character. Ik you could just manually keep moving the rigs in place but if there was just an attribute to connect or disconnect rigs that would be much better and more helpful. Atm using nodes that turn off the connections seems to break the rigs and cause many problems further down the line
I'm trying to get the IK and FK to match for my HumanIk Rig that comes default in Maya, but I have no idea how to get it done... Any help would be appreciated...
Thanks for watching and remember, if you find these videos useful why not say thanks with a coffee - ko-fi.com/antcgi - or earn exclusive rewards by becoming a member of the #antCGiClub just head here www.tiny.cc/antCGiClub for more details :)
Wow ! This is SOOOO much simpler than the way I used to do it! Thanks !
Thank you for another cool tip go along with a useful tool. As for this script's further development, my suggestion is that there should be a baking keyframe function for the whole timeline or highlighted timeline in order to match IK and FK not only for one pose/keyframe but the whole animation. This function will be quite useful for animators' workflow, those who have to deal with complex animation scene. Another suggestion is an add-on function that automatically searches for the joints of the selected controllers FK and IK without looking for them in the outliner.
Richard Mai thanks, you have some really good ideas. I’ll see what I can do 👍
Wow, this is so simple! Amazing trick that I'm glad I'm learning early on.
hey thanks for all yours videos they are amazing, but I have one question if I may.
The snap IK_ctrls to FK_ctrls works perfectly only when you don't break the "plane" that Rotate-Plane Solver is working on, do you know some cheat how to fix that? Is it possible though? I mean when you rotate the FK_elbow_ctrl on more than ONE axis then you break that "plane" and then snap doesn't work perfeclty :( cheers! Mateusz
Hi, how do you apply this setup when you have squash and stretch on both IK and FK? Best tutorial series so far. You go so much in detail and that's perfect
I love the matchTransform tool ! Very handy lol.
How did I not know this?? Thank you!!
Amazing stuff! Love your work, I'm learning so much thanks to you, thank you!!
thank you so much for this!!
I wish I know this before..., already spent so much time counter them qwq
Thanks a lot for this. Great as always!
Hi ant! Thanks for your videos, they're so useful. Just a question for you: is it possible to individually purchase the ik/fk matching script?
awesome)) thank you very much!
It’s unfair that on a channel with such good tutorials there aren’t a million followers :(
Vitalik Ander I know ☹️
love your stuff keep it up
wow I didn't think of the locator trick for the pole vector
Pretty useful stuff mate
Hi I'm struggling with the skeleton visibility. How are you showing both the ik and fk skeleton at the same time ?
Holy spit... Why didn't my teachers teach me that in 3D school?? D:
thank you so much!
Thanks. I learned a lot from this tutorial. I have a question I'm trying to do IKFK match with only 1 arm, without creating the FK and IK arm. Is that possible ?
Hi! Thank You so much for all tutorials, I have a question, what would be the best approach to adjust rig to model slightly different than the one it was created for (similar humanoid model ,longer limbs etc.) Would it be fine to move joints with FK offset groups to desired locations and then match IK with FK?
Hi ant! where i can purchase the ik/fk matching tool ? Thank you
How would these work in a scene with a referenced character? as the namespaces would make the code break?
I love you man. Ric Sdoya.
whenere i try to parent the locator to the elbow, whenever i switch FK to IK or IK to FK the locator always goes on the opposite side, like the joint twists
Hi...
I love all your Videos Really interesting and Very Useful.
I have a Question if you could help me get understand.
How can we do the IK FK MATCH WITH THE LEG.?? I have everything working fine. But i cant think of a way how to make the ball joints match to IK & FK.
Can you please help me ??
2 year late but you need to set a orientation constraint. select left [IK leg ctrl] and then your [left ik ankle] and do a orient constraint with maintain offset on.
Hi sir, I'm wandering is there a way to build ik and fk controls on the same set of skeleton, instead of building separate ik fk rig
That'd be much sloppier.
That helps me a lot... thank you so much. Is it posible to get some Feedback from you? Regards from germany
i also created in 3dsmax but I can't blend means, if i switch to IK i want FK will invisible how can to this you
Blender has that feature already integrated in its Rigify add on feature with a one-click solution (which is all entirely free). It's so weird that Maya doesn't have a similar one-click feature and it's a $2500/year software
...IT DOES?
thank u very much
Making advanced rigs follow other advanced rigs would help. Eg have a rig that has chain rigs, robotic arms that attach to them and carrying another rig whilst being able to use an attribute to specify wether or not the other rig is attached. Reason could be i have a rig with a backpack that has a rig a weapon with its own rig and i want it to follow the character without problem without having to start manually parenting and unparenting in the hierarchy as this can be time consuming and frustrating whenyou have many joints and parts for each rig
If i wanted a rigged drone to follow a character with a swing arm how would this be done compared to making a rig directly attach to a character. Ik you could just manually keep moving the rigs in place but if there was just an attribute to connect or disconnect rigs that would be much better and more helpful. Atm using nodes that turn off the connections seems to break the rigs and cause many problems further down the line
I'm trying to get the IK and FK to match for my HumanIk Rig that comes default in Maya, but I have no idea how to get it done...
Any help would be appreciated...
Don’t use automatic rig!!!! Only manually
@@Shahuang I don't fully understand your comment.
@@theapexpredator157 😬😬😬😬, just read it again
@@Shahuang Your English is poor.
@@theapexpredator157 no, my English is rich!
Hi! how can i download it?
Thanks for watching and remember, if you find these videos useful why not say thanks with a coffee - ko-fi.com/antcgi - or earn exclusive rewards by becoming a member of the #antCGiClub just head here www.tiny.cc/antCGiClub for more details :)