Great Video! Another method that I found that also works too would be if you go into Set Driven Key, you can set driven keyes for each constrain to the IK FK Switch. The Node Editor also works just as well but figured I mention another method that might be a bit easier and without causing a lil bit of fear of the Node Editor :)
Great tutorial, Holly! Simple and clear, easy to understand. May I leave some extra suggestions here: I would name this attribute to FK_IK_Blend. FK is 0, IK is 1 in order. And because it is not a boolean or enum I'd call it "blend" instead of "switch". Small detail, but sometime it is useful if animators getting used to our naming conventions.
Hi Holly, when mirroring joints, is it possible to also mirror the completed IK/FK setup/constraints? Or only possible to mirror the joints and then have to set up the controls and constraints again? Thanks in advance, all your Maya content is great!
You can if you use a plug-in/script but using Maya's tools alone you can only mirror the joints and controls and you would have to set up the constraints again. Hope that helps, thank you for the kind feedback!
your tutorials are amazing but i was wondering will this ik/fk match during switching or do we have to match them manually because thats the frustrating part
Nice work Holly :) I like your controllers you make. Would be worth putting together a little script window either python / mel you could auto create these controllers you make manually. Saves a lot of time.
You’re welcome! Yes that’s correct, you only use the original chain when skinning the mesh. Just select all the joints except ik, fk and the end joints.
@@pedrolamelusa4553 hi Pedro, you will have the main shoulder joint connected to a clavicle joint which then connects to the spine so it will be linked to the rest of your characters skeleton that way. You will also need to set up a global controller for your character that moves everything together (last video in this series covers setting up a basic global controller). Hope that helps :)
Hello, I've been following your videos for this series completely. I came across one small issue in part 4 and I guess in part 5 early in the video when turning on and off the visibility of your layer, for some reason it duplicates the hand. If you could please take a look at the file, I will send it via email. Thank you for the videos!
Sent you an email reply but will summarise here incase anyone else has the same issue and finds these comments. The reason for the shift is because the 3 shoulder, elbow, wrist joints aren’t on a flat plane - the options are to redraw your joints ensuring they’re in the orthographic view so they all share 1 plane or you can find some workarounds to add in the pole vector control to the plane the bones are on so there is no shift (this is required for characters in A pose). Think I’ll do a tutorial on this soon and add to the playlist :)
@@HollysMayaTutorials Hello, thank you for your response and I've sent you another email regarding the issue with the arm twist. I took your advice and and paid close attention to the joint placements this time but the issue remained. Although the arm twist was more subtle but nonetheless the arm twist was there. I've sent you an updated file of the model and rig if you could please take a look at it I'd greatly appreciate it, thank you very much!
the reason put the reverse node (input X - output X) because the fk/ik controller move left to right in X axis to control the ik fk blend? if limit information is use.
Common reason could be that the reverse is going to the wrong input on the fk so you could double check that. If that doesn’t work feel free to send me some screengrabs or recording of your node editor to my email or Instagram and I can have a look for you.
hi, i have a problem with the connections. When I connect the Swicht FKIK with the constrain orients, the joint (BN_Hand_Right) moves down. How can I fix it?
Hi David, I'd be happy to look over the file if you still haven't figured it out? It could be that there are some translation values left on a joint but it would be quicker for me to diagnose if I could see the file.
Hi David I figured out the issue is happening when the pole vector for the elbow is applied because your character is in an A pose versus the t pose used in this tutorial. You need a slightly different method to apply the pole vector and I have sent you an email with some steps to take to fix it and a link to a tutorial that shows you how to apply the pole vector on your rig.
Great series of tutorials. You go over every step very clearly and avoid any hotkeys.
Thank you for the kind feedback! I’m hoping to expand on more rigging tutorials soon
Finally found a decent IK/FK tutorial, much appreciated!
You’re very welcome!
i love you and i love your tutorials. you are life saver. you keep going don't stop.
Thank you so much for the encouragement, it really means a lot! Let me know any tutorials you would like to see next :)
Great Video! Another method that I found that also works too would be if you go into Set Driven Key, you can set driven keyes for each constrain to the IK FK Switch. The Node Editor also works just as well but figured I mention another method that might be a bit easier and without causing a lil bit of fear of the Node Editor :)
Thanks for the tip Steven, I’ll give this a go next time!
Finally, something that worked 😭
Glad to have helped!
Great tutorial, Holly! Simple and clear, easy to understand.
May I leave some extra suggestions here: I would name this attribute to FK_IK_Blend.
FK is 0, IK is 1 in order. And because it is not a boolean or enum I'd call it "blend" instead of "switch".
Small detail, but sometime it is useful if animators getting used to our naming conventions.
Thank you for the feedback! Great idea to rename, if I make any future updates to the tutorial I will implement this.
Thank you ma'am,
Great video of ik/fk switch
Glad it was helpful!
thank you so much ma'am, god bless you
Glad it was helpful :)
great tutorial
245 👍
thanks for the comment and support!
Hi Holly, when mirroring joints, is it possible to also mirror the completed IK/FK setup/constraints? Or only possible to mirror the joints and then have to set up the controls and constraints again? Thanks in advance, all your Maya content is great!
You can if you use a plug-in/script but using Maya's tools alone you can only mirror the joints and controls and you would have to set up the constraints again. Hope that helps, thank you for the kind feedback!
Mam can u post further tutorials on rigging like...reverse foot and mirroring joints, controls and groups etc
I'll add it to the list - if you don't already follow @antCGI on here then I highly recommend his rigging videos
@@HollysMayaTutorials thank u mam
your tutorials are amazing but i was wondering will this ik/fk match during switching or do we have to match them manually because thats the frustrating part
u just saved me thank u so much!
Nice work Holly :)
I like your controllers you make. Would be worth putting together a little script window either python / mel you could auto create these controllers you make manually. Saves a lot of time.
Thank you! Great idea!
@@HollysMayaTutorials Don't put details you don't want public but what is your insta you mention about?
My instas hollywattvfx 👌🏻
Thank you very much, you do not know how it works for me, one question, when applying the skin we apply it to the original chain of joints
You’re welcome! Yes that’s correct, you only use the original chain when skinning the mesh. Just select all the joints except ik, fk and the end joints.
@@HollysMayaTutorials How does the IK and FK joints follow the character ¿?....I mean without affecting the bind of thr original chain
@@pedrolamelusa4553 hi Pedro, you will have the main shoulder joint connected to a clavicle joint which then connects to the spine so it will be linked to the rest of your characters skeleton that way.
You will also need to set up a global controller for your character that moves everything together (last video in this series covers setting up a basic global controller). Hope that helps :)
Hello, I've been following your videos for this series completely. I came across one small issue in part 4 and I guess in part 5 early in the video when turning on and off the visibility of your layer, for some reason it duplicates the hand. If you could please take a look at the file, I will send it via email. Thank you for the videos!
I’ve received your email, will have a look and get back to you via email
@@HollysMayaTutorials Hello, just wanted to pop in and let you know I've sent another email to you hopefully you can get back to me soon. Thank you!!!
Sent you an email reply but will summarise here incase anyone else has the same issue and finds these comments. The reason for the shift is because the 3 shoulder, elbow, wrist joints aren’t on a flat plane - the options are to redraw your joints ensuring they’re in the orthographic view so they all share 1 plane or you can find some workarounds to add in the pole vector control to the plane the bones are on so there is no shift (this is required for characters in A pose). Think I’ll do a tutorial on this soon and add to the playlist :)
@@HollysMayaTutorials Hello, thank you for your response and I've sent you another email regarding the issue with the arm twist. I took your advice and and paid close attention to the joint placements this time but the issue remained. Although the arm twist was more subtle but nonetheless the arm twist was there. I've sent you an updated file of the model and rig if you could please take a look at it I'd greatly appreciate it, thank you very much!
the reason put the reverse node (input X - output X) because the fk/ik controller move left to right in X axis to control the ik fk blend? if limit information is use.
Reason to use the reverse node is so the switch works correctly so that when fk is on the IK is off :)
VERY NICE
Thanks so much!
Why my ikfk switch attribute is getting locked after I pair it with reverse tab
Common reason could be that the reverse is going to the wrong input on the fk so you could double check that.
If that doesn’t work feel free to send me some screengrabs or recording of your node editor to my email or Instagram and I can have a look for you.
@@HollysMayaTutorials cool can you give me your Instagram?I'll send you there?
Super panicking because I have a test tomorrow of this
hi, i have a problem with the connections.
When I connect the Swicht FKIK with the constrain orients, the joint (BN_Hand_Right) moves down.
How can I fix it?
Hey Oscar, are you able to send me a scene and I can have a look?
You can send it to hollywattvfx @gmail.com (remove the space).
When switch from ik to fk the wrist rotates a bit. Anyone have this issues?
Hi David, I'd be happy to look over the file if you still haven't figured it out? It could be that there are some translation values left on a joint but it would be quicker for me to diagnose if I could see the file.
@@HollysMayaTutorials Thank you for the offer - I haven't figured it out yet. How do I get the file to you?
Email it to me at hollywattvfx[@gmail.com] and I’ll have a look
@@HollysMayaTutorials will do
Hi David
I figured out the issue is happening when the pole vector for the elbow is applied because your character is in an A pose versus the t pose used in this tutorial. You need a slightly different method to apply the pole vector and I have sent you an email with some steps to take to fix it and a link to a tutorial that shows you how to apply the pole vector on your rig.
im having a problem. already sent an email
Thank you, I’ll email you