| rethinkfx |
blog projects gallery tutorials about me photographs |
||
ben cowell showreel |
|||
| Setting up a figure with
IK legs.
1. Build your character.
(Note that at this point your shouldn't join any objects together in a hierarchy.) Now link together each leg by itself in the following
order :- 2. Adding in your bones. You'll find if you select the end bone and move it around the leg should follow. However the rotations will no doubt be all wrong, we'll fix that in the next stage when we start to apply restraints to our IK chain. (remember to UNDO any movements you make before you resume work) You'll also need to UNLINK the ankle dummies from the chain for now, as we'll be using those later to control the feet. 3. Changing the IK parameters. Also select 'Lock Initial State' which will tell MAX that this is your starting positions incase the character becomes all twisted. 4. Adding controls. Now attach the ankle dummies to the feet and attach the hip bones to the hip dummies. You can try moving the hips and the feet around, and you'll see how you can control the legs. (remember to UNDO any movements you make before you resume work) 4. IK constraints.
Go to the Hierarchy and then select the IK button. Change the position weight of the last bone in each leg to 200 (this should help prevent foot slippage) If you scroll down you'll find the rotation limits panel, this may involve a small amount of trial and error to limit the knees so that they can only bend in one direction (it was the X axis for me). When you've found the correct axis make sure to check the limit and spring buttons, and change the spring to 5 and the tension to 0.3 (this will prevent the leg from locking up). You'll probably find that the leg still rotates and bends the wrong way. This is because the upper leg is allowed to bend in the Y axis, so turn this off in the rotation limits panel. Now the last constraint is to stop the knees from bending the wrong way round, you can set this from within the rotation limits panel again (choose the axis within which you're allowing rotation). And limit the rotation from around 170 to 3 (or-170 to -3 depending upon your orientation), to help you you'll see a small orange arrow showing the range of movement allowed
.Ben Cowell 2001
|
|||