Kind of a delayed progress update on this because I started a new job recently, but the general idea of what I wanted to add to this character was a system to toggle between forward kinematics and inverse kinematics on the arms, so they can pivot around their hands when moving or grabbing if needed.
This is what it ends up looking like in practice: the blue bones are the IK handles that move the arm when IK is on, and the red bones are the IK poles that decide where the elbows point during IK motion. The same goes for the legs, but those were added from the beginning of the rigging process. Additionally, the hand has a copy transforms constraint to follow a bone added as a controller parented to the arm, which allows the hand to return to its original forward kinematics positioning and move with the controller when IK is disabled.
The results are really great! It allows for following arcs of motion as standard with FK, and also pivoting with IK. Here are some animations that use both methods:
That's all for now, next week is going to be fully adding a whole suite of attacks he can do in the game.
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