Rigging Animation Techniques
Inverse Kinematics & Forward Kinematics
When a modeller finishes building a character,
to animate the same, first we need to Rig the
character. Rigging animation is a process where
we bind the character with skeletal joints
and controllers which allows us to pose/move
the character.
The terms ik and fk refer to the most efficient rigging techniques. As an animator, you need
to know the best and most efficient ways to accomplish an animation. Let’s take a simple
look at what IK and FK are.
Inverse kinematics (IK)
An IK handle lets you pose and animate an entire joint chain by moving a single manipulator.
With IK enabled, a child within your character rig’s hierarchy can influence the movement
of its parents. As you pose the IK handle, it automatically rotates all the joints in the joint chain.
For example, by utilizing IK in your character’s arms you can position your character’s hand
and the rest of the character’s arm chain will automatically be calculated. Because this
allows you to animate independently of your chain’s hierarchy, IK is great when you need
to have your character push against a wall or keep their hand planted while the rest of the
body animates. Rigging animation is a process where we bind the character with skeletal
joints and controllers which allows us to pose/move the character.
Forward kinematics (FK)
To pose a character with forward kinematics, you need to rotate each joint individually
to get the desired positioning.
For example, rotating a character’s shoulder changes the position of the elbow, wrist, and hand.
When animating with forward kinematics, the artist typically needs to set the rotation and
position of each joint individually—to achieve the desired pose. A great time to use FK
would be if you’re animating a walk, because every time you translate the body forward the arms
will follow.
Source By:- https://www.animationcoursesahmedabad.com/blog/ahmedabad/3d-animation/
rigging-animation-techniques/273/details
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