New spline Ik + fk subsystem · Nov 26, 6:43pm
Just finished working on a new spline ik + fk subsystem for the rigging platform.
You can play with it on the recently released taxi rig. But I’ll take a brief second to talk about the inner workings for the td crowd.
K so for a given chain of joints I make 2 new chains, one a duplicate. The other a duplicate with stacked joints eg JointA > JointB becomes JointA_guide > JointA > JointB_guide > JointB.
The _guides take translation/rotation from the duplicated chain that we run our normal spline ik system on. The child joints then add rotation/scale before feeding back to the bind chain.
Not exactly as elegant as I might wish (sorry game houses it’s a bit heavy on the transforms still) but for shorts/film what’s better than being able to take a pass with splineIk controls then add some overlap/breaking of joints in fk.




