


After the joints have been created and oriented, we stars, as in teh legs, by creating the IK system. This IK is to be done with an RP solver, like the leg's primary IK handles. In this case, i created teh handle from the shoulder to the wrist. Now we create a control for the IK, parent the IK handle to it, and also we orient constrain the wrist joint to it so we can have rotation in our IK. Now we just nedd to create a control for the elbow.Create a control and put it a little bit behind the elbow( then we coudl duplicate the joints just to use them as a guide); now we have to select the control, then the IK handle and use a constrain pole vector; this will move the joints out of place, but by moving the group of the control we just made, we can fit the joints to the guide, once this is done we can delete the guide. The arm's FK is done the same way as in the legs, controlers should be in the shoulder, elbow and wrist. For the Bind we duplicate again the joints, we create controllers for the clavicles , and this time we place the joint for teh fingers, which are ONLY located on teh Bind system, The we create one more controller that wont move, it will work entirely with ."Set Driven Key" creating different attributes for predetemined movement of the joints in the hands.The IK/FK switch is also located in this controller.In this rig, i used only 3 attributes: Fist, Point, and relaxTo attach the control to the bones, we just parent constrain it to the bind wrist joint( the pivot of this control must be in the wrist, you can move it away a little with the control vertex). We connect the IK and FK to the bind as we did in the legs, the same for the switch, just that our driver is going to be this hand control that we created .
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