Add transcription for: week03 07 connecting ik and fk ctrl visibility.wav
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transcriptions/week03 07 connecting ik and fk ctrl visibility_transcription.json
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"text": " I wanted to do one quick follow-up video for week three to cover switching the controls for arms and legs based on what mode we're in so that we only see the controls that we really need. I also wanted to add some additional FK controls for the spine and some additional micro controls for the fingers as well and and then I'll take a pass at doing some naming cleanup for some of the nodes that we've created that don't have names yet. First, let's look at the visibility switching of those controls. So, by default, we can see both controls. So, if we're in IK, we can also see the FK controls still showing up, and vice versa, if we move the FK, nothing happens here, that this can be a little bit confusing, especially if there are no joints visible. This can be confusing to the animator because they're like, why doesn't this work until they realize that they didn't have to blend to FK? So it's usually better to hide those controls in, you know, when we're in IK, we want to hide the FK controls, and when we're in FK with the arm, we want to hide the IK controls. So to do that, what we can do is just connect the visibility. So if this is set to 1, then we are in IK mode. So that means when it's 1, we want the visibility of these two controls to be on. So we can just connect the FK IK directly to the visibility of these two controls, and then we will connect through the reverse node that we've already created for our blending of the constraint, we'll connect that to the visibility of our FK control here. And for the FK control, we really only need to connect it to the top because the bottom one is in the hierarchy, so we'll just inherit the visibility status of that. So let's create that. back into the hyper shade and I will bring in... and you know what actually let's do that in the node editor instead. It doesn't really matter where you do it. So I'll bring in the control, maybe perhaps clear my graph here first, and then bring in this one, so we hit the plus here to get the hand control, don't need the shape, and then we will select those two, bring those in, the plus here, here we go. So, I have the IK control, the shapes, IK control, IK pole control, and IK control. So we kind of have two choices here. We could connect it to the control itself to the transform, okay, because they have the visibility under control and the transform. there is the visibility down here which we have locked. So we'd have to unlock it first and then connect it, or we could connect it to the shape instead. So perhaps I'll connect it to the transforms, but it's really up to you if you want to connect it to the shapes instead. It's connected to the transforms, so then I'll go in and select that. I will go on the transform. I have to unlock the visibility first so that I can actually connect to it. And then we can lock it afterwards again. So FK six pentose out and connect this one here to the visibility, connect it to the visibility down here. Oh, this one is still locked. Unlock it. we go and then we can lock the visibility again. Lock attribute. We don't have to because it's connected anyway but just to be safe I'll lock them up again. And now we blend. Then we can see when we're zero here these two hide and when we're one they show up because we connected it straight to the visibility, right? And and then we do kind of the inverse or reverse using the reverse node to connect the visibility of this control. So we'll bring that control in, which is the joint, right? So plus here, the root control fk. And we already have a reverse node. If you remember, we already reversed that value anyway. We just have to find it. So for that maybe actually I will use the Iperchate here. I can probably also do it here. The problem just is going to be that it will show a lot of nodes now Now if we show the output connections from here, we'll see all these nodes, but then we have to just find our reverse down here it is. Might have been easier if we named it. That's why I'm going to do a quick cleanup pass and naming here. We really only need this and then we can connect from the reverse node where we are reversing that fkik attribute down here can take that output and connect it to the fk. So we use the output x because here we only have input x, output x, and we'll select this control again and bring it in with the plus. Here we go. Here it is. Open this up all the way and then we'll connect the output X into the visibility. And here we also have the visibility locked, so we have to go in and unlock it first. We're a little bit too quick with locking those, I guess. The display unlock the visibility. Just right-clicking and then output goes into the visibility of this one, and then we can lock it up again. Now, when we're trying to blend, we can see that only in the mode that the arm is currently in, we will see the controls and now we can animate in IK and then if we blend, now we can animate in FK and the other controls are hidden. So we can do the same on the other side. Here I'll show it now again in the hyper shade. Pouring those in. Here I like that it doesn't show up all these other nodes. We don't need to see those. And insert all reverse nodes and maybe name them also that we kind of know. I guess we were missing also the locators on the other side, so I'll still have to do a dose as well. So I assume that this one, we started with the arm, so that one should be right arm. FK, IK, reverse. and this one was probably the left leg, our right leg rather, FK, IK, reverse. The name here doesn't matter so much just that it's unique and that we kind of know what it is that we need here because then it makes it a little bit easier to drop that in here and then we know, okay, this is for our leg. Here we are working on the arms, so let's do it actually on the leg instead. You can see it's the same thing. I'll add those ones in and hide those ones instead, the arms for now. Remove from graph. Now we'll need our control where the attribute is on. This one, we'll bring that one in as well. OK. And then we'll go directly from here if this is one. We have to check which mode we're in, but we should be in IK. And we are. So then we can connect directly to the visibility because we want it to be one, the visibility of the IK controls in that mode. So I'll drop that over here, other. And then I'll go FK IK to the visibility. Again, we have this problem that it is locked and it cannot do it, so we'll have to unlock those first. Unlock this one, unlock that one, and now we should be able to do it. Visibility in this, and we go into the other one here as well. Connect FK, IK to visibility. Now we can lock those up again. You can already see it appears to be locked, but that's just because it has an incoming connection now. Okay, and then we go through the reverse node, the reverse attribute and connect it to this one here. It's probably also a good idea to do it on the transform as I'm doing here, because if you're doing it on the shape and then later you decide to swap out the shape to something else, then it doesn't work anymore. But with the transform you get to keep that. Okay, connected from here to there. Probably also have to unlock this first. And we'll go to output X into the visibility. And then we can lock that up again. Lock, right clicking. Here we go. And we can see all the attributes here, all the controls disappear. We only see the IK controls until we come in here and we blend, and then they appear again. Let me take a quick second and make those a little bit bigger here. So I'll take those and scale them up. We'll undo. Suggested I will get to use the command instead. So I'll paste that in here and I will set this to maybe 1.2 for all of them. Then we can use the same value on the other side. Okay, and command-enter. Now we can see that this got bigger 1.2 units. Easier to select and see. We'll do the same on the other side. We'll scale it up undo and then we'll copy-paste that in so that we have the different pivot position where it's going to scale it from. Here we had minus, here we have plus now. the center and then these are the values, how big, so is that 1.2 again, like on the other side again to make it the same size on both sides. Command, Enter. I think on Windows it's Control I believe. Okay and then I will also make these ones a little bit bigger here too. I'm not going to rotate them I guess. I'm just going to make them a little bit bigger so that they're not inside anymore. So maybe two units or so. So under this. Copy that in here and I'll use two units. Let's try that. And this one same thing. scale up undo and then we'll use the command here to do it with the values that we want 222 and then we'll use command enter and now we scale those up. Okay, what we could think about is perhaps selecting both and scaling them up a little bit in, I'm a little bit hesitant to scale them up like this just because then they won't be in the center anymore but perhaps we can do it and maybe move them back a little bit. Right now we're in local spaces and they are mirrored. It doesn't really work but if you go to world space then we should be able to move them backwards. So if we come in here double click, go to world, then we should be able to move them back. OK. Perhaps something like that. Let's close all these down. And then we can test this again if we go onto the foot, which is always visible. So right now we're in FK mode. So we can animate in FK. And then if we blend, then we can animate an IK. And don't worry about the skinning for now, you can see that there is still some stuff going on. Obviously we haven't even done any skinning yet, or rather we have done the skinning, rough skinning, automated skinning, but we haven't gone in and done any weights painting yet. We'll do that at a later point. And we're happy with kind of the control rig and everything. Because things might still change. And this is a state that we can very quickly reproduce by just selecting our joints and then skinning it again, or we can detach. This is really just for getting a quick testing pass that we can see is everything kind of working in the right way how we want it. Here we go. Rotation. Again, here you have kind of two different modes depending on which mode you're in. You can get a mirrored behavior or non-mirrored behavior. If you are in, believe if you're in world mode and then you set it or animate it, rotate it, then you can see that it's not mirrored. if you're in global or rather local mode, then it is mirrored behavior. But be careful again with the world mode, because even though you think it is not actually mirrored, what you will see here is that the values are actually not the same. Okay, it's just taking both and it's rotating them in one way or it's taking both and rotating them both in another way, where one would go up, one would go down, right? Either rotating clockwise or counterclockwise. While the values here, now that we've rotated those in world space, it's actually going to be this one is positive and this one here is negative. So if we remove the negative from that, that both are positive, both are going down. So that's actually what we want because if we come in here and we were to take our invisible slider, we select the attribute and just slide it, we can see that both are going down. So the behavior is still mirrored even though if you're in world space, rotating in world space, then you kind of get this motion. Okay, so you kind can have both, but the core or under the hood it is going to be mirrored, which is going to be nice because then if animators are keyframing it and they see for example there's 90 units in the graph editor, it's rotated 90 degrees, then they know it's rotated 90 degrees down on both sides, as opposed to one being up here and one being down there, which you would get if it's not mirrored behavior. So okay, now we have that and we could do set up the other side same way. Let's do that real quick. We don't have the reverse notes yet because we haven't connected the foot yet and all that stuff. That's something that we're still missing on the left side. I might do that offline here just so that the videos are not getting too long, but it's basically exactly the same thing where we did on the other side with the locators and the aurean groups above them, parenting them, constraining and then creating the reverse node. So you can just look at the video how we did the right side and then apply the same to the left side. So then I'll just set up the visibility here that at least we have that working. So I'll pick all these three attributes and then I'll do it in the hyper shade again. For me personally I prefer working in the hyper shade and the node editor. The node editor is great for certain things but I find that it's not quite there yet, 100%. There's still some things missing that I like about the hyper shade. Let's add those in. Foot goes to those two. We have to unlock them first. Unlock, unlock. And then we'll connect it directly, the FKIK into the visibility here. Wish that was sorted alphabetically, unfortunately it's not. Visibility. And then we'll connect FK, IK, into visibility here. And then we can lock those up again. Right click lock, select, right click lock. Okay. And then here we don't have the reverse node yet. Under utilities at the moment we only have two reverse nodes, one for the right arm and one for the left, right leg rather. So we still need two more. This is going to be for what are we working on here, the left leg. Let's call this left leg IKFK, sorry, FKIK, that's how I called it. I want to make it consistent and reverse and then I'll duplicate it right away so that we have it for the arm as well. Left arm and we'll remove the one here. Okay, so we'll use that for in a second. Now we go from the attribute and reverse that. fkik into input x and then output x goes into this control, visibility. So let's add that in here, the joint, right, but it's the control at the same time. The root will unlock this visibility and connect from the reverse node now into the visibility here. It should be somewhere in the top area here, not too far down. Okay, now we can lock this up again. Now we can see we have it working here too. If we come to the foot, then we can see now this is working also in terms of visibility, either the IK controls are visible if we're in IK and when we're in FK, then FK controls are visible. Let's do it quickly for the arm as well. Then we're done with the whole set. I'll bring those in. Now down here we have the reverse. I'll bring the controller in for the hand as well. We want to connect it directly to the IK controls. So we'll do that. Custom attribute is always on the bottom. Then we'll go to visibility. Oops. Unlock first. Unlock. Unlock. Then to visibility, up to first. And then we can just select this one and say Reload. And it gets to keep, or we get to keep the selection here already. So it's one less click. And then we connected also to the reverse. So we can reload this one here, then we have to reverse in here. And again, we get to keep the selection. So a few less clicks that way. We connected it to the input X here. And now we are connecting from the output X to the FK control. So we'll bring the FK control in here as well. Unlock the visibility. And then we'll drag and drop that over. So now we have these filled in correctly already for us. We could also just, you know, if we don't have anything in here or something else, for example, if we connected those two things, we could also select this one here and say, okay, reload that one here. So it goes from here, then we select the join, say, reload right. So now we're connected from here to there, right? So it also works like that, but if you're dragging and dropping, then this is already getting prefilled. So then output X goes into the visibility. Did we unlock this? Yes. So it goes into the visibility of that one. Then we can lock all the visibilities. Again, I don't think we have to do it, but just want to be thorough. So I'll lock those up again after they're connected. And then we have this one working here as well. And what I would also recommend is that we are always kind of in the same mode for both arms and for both legs when we save it. And I would recommend for arms, it's probably not that important, that you know what mode they're in, but they should be in the same mode for both arms. So here we can see this and FK, this and IK. So that's not good for saving or giving it to the animator in this state. state so we should decide on one mode. I personally guess that probably for arms it might be better to have the default being FK just because probably that's what they're going to do most of the time they're going to swing as opposed to staying attached here we are still missing the connections you know with the locators so that looks a little bit broken still but I would recommend FK mode so let's swap this to fk for the arms and I would recommend iK mode for the legs again it will look a little bit broken probably here on the left side we haven't done it yet but because the feet are most of the time on the ground as opposed to in the air. That's why I feel this is a better default mode.",
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"text": " I wanted to do one quick follow-up video for week three to cover switching the controls for arms and legs based on what mode we're in so that we only see the controls that we really need. I also wanted to add some additional FK controls for the spine and some additional micro controls for the fingers as well and and then I'll take a pass at doing some naming cleanup for some of the nodes that we've created that don't have names yet. First, let's look at the visibility switching of those controls. So, by default, we can see both controls. So, if we're in IK, we can also see the FK controls still showing up, and vice versa, if we move the FK, nothing happens here, that this can be a little bit confusing, especially if there are no joints visible. This can be confusing to the animator because they're like, why doesn't this work until they realize that they didn't have to blend to FK? So it's usually better to hide those controls in, you know, when we're in IK, we want to hide the FK controls, and when we're in FK with the arm, we want to hide the IK controls. So to do that, what we can do is just connect the visibility. So if this is set to 1, then we are in IK mode. So that means when it's 1, we want the visibility of these two controls to be on. So we can just connect the FK IK directly to the visibility of these two controls, and then we will connect through the reverse node that we've already created for our blending of the constraint, we'll connect that to the visibility of our FK control here. And for the FK control, we really only need to connect it to the top because the bottom one is in the hierarchy, so we'll just inherit the visibility status of that. So let's create that. back into the hyper shade and I will bring in... and you know what actually let's do that in the node editor instead. It doesn't really matter where you do it. So I'll bring in the control, maybe perhaps clear my graph here first, and then bring in this one, so we hit the plus here to get the hand control, don't need the shape, and then we will select those two, bring those in, the plus here, here we go. So, I have the IK control, the shapes, IK control, IK pole control, and IK control. So we kind of have two choices here. We could connect it to the control itself to the transform, okay, because they have the visibility under control and the transform. there is the visibility down here which we have locked. So we'd have to unlock it first and then connect it, or we could connect it to the shape instead. So perhaps I'll connect it to the transforms, but it's really up to you if you want to connect it to the shapes instead. It's connected to the transforms, so then I'll go in and select that. I will go on the transform. I have to unlock the visibility first so that I can actually connect to it. And then we can lock it afterwards again. So FK six pentose out and connect this one here to the visibility, connect it to the visibility down here. Oh, this one is still locked. Unlock it. we go and then we can lock the visibility again. Lock attribute. We don't have to because it's connected anyway but just to be safe I'll lock them up again. And now we blend. Then we can see when we're zero here these two hide and when we're one they show up because we connected it straight to the visibility, right? And and then we do kind of the inverse or reverse using the reverse node to connect the visibility of this control. So we'll bring that control in, which is the joint, right? So plus here, the root control fk. And we already have a reverse node. If you remember, we already reversed that value anyway. We just have to find it. So for that maybe actually I will use the Iperchate here. I can probably also do it here. The problem just is going to be that it will show a lot of nodes now Now if we show the output connections from here, we'll see all these nodes, but then we have to just find our reverse down here it is. Might have been easier if we named it. That's why I'm going to do a quick cleanup pass and naming here. We really only need this and then we can connect from the reverse node where we are reversing that fkik attribute down here can take that output and connect it to the fk. So we use the output x because here we only have input x, output x, and we'll select this control again and bring it in with the plus. Here we go. Here it is. Open this up all the way and then we'll connect the output X into the visibility. And here we also have the visibility locked, so we have to go in and unlock it first. We're a little bit too quick with locking those, I guess. The display unlock the visibility. Just right-clicking and then output goes into the visibility of this one, and then we can lock it up again. Now, when we're trying to blend, we can see that only in the mode that the arm is currently in, we will see the controls and now we can animate in IK and then if we blend, now we can animate in FK and the other controls are hidden. So we can do the same on the other side. Here I'll show it now again in the hyper shade. Pouring those in. Here I like that it doesn't show up all these other nodes. We don't need to see those. And insert all reverse nodes and maybe name them also that we kind of know. I guess we were missing also the locators on the other side, so I'll still have to do a dose as well. So I assume that this one, we started with the arm, so that one should be right arm. FK, IK, reverse. and this one was probably the left leg, our right leg rather, FK, IK, reverse. The name here doesn't matter so much just that it's unique and that we kind of know what it is that we need here because then it makes it a little bit easier to drop that in here and then we know, okay, this is for our leg. Here we are working on the arms, so let's do it actually on the leg instead. You can see it's the same thing. I'll add those ones in and hide those ones instead, the arms for now. Remove from graph. Now we'll need our control where the attribute is on. This one, we'll bring that one in as well. OK. And then we'll go directly from here if this is one. We have to check which mode we're in, but we should be in IK. And we are. So then we can connect directly to the visibility because we want it to be one, the visibility of the IK controls in that mode. So I'll drop that over here, other. And then I'll go FK IK to the visibility. Again, we have this problem that it is locked and it cannot do it, so we'll have to unlock those first. Unlock this one, unlock that one, and now we should be able to do it. Visibility in this, and we go into the other one here as well. Connect FK, IK to visibility. Now we can lock those up again. You can already see it appears to be locked, but that's just because it has an incoming connection now. Okay, and then we go through the reverse node, the reverse attribute and connect it to this one here. It's probably also a good idea to do it on the transform as I'm doing here, because if you're doing it on the shape and then later you decide to swap out the shape to something else, then it doesn't work anymore. But with the transform you get to keep that. Okay, connected from here to there. Probably also have to unlock this first. And we'll go to output X into the visibility. And then we can lock that up again. Lock, right clicking. Here we go. And we can see all the attributes here, all the controls disappear. We only see the IK controls until we come in here and we blend, and then they appear again. Let me take a quick second and make those a little bit bigger here. So I'll take those and scale them up. We'll undo. Suggested I will get to use the command instead. So I'll paste that in here and I will set this to maybe 1.2 for all of them. Then we can use the same value on the other side. Okay, and command-enter. Now we can see that this got bigger 1.2 units. Easier to select and see. We'll do the same on the other side. We'll scale it up undo and then we'll copy-paste that in so that we have the different pivot position where it's going to scale it from. Here we had minus, here we have plus now. the center and then these are the values, how big, so is that 1.2 again, like on the other side again to make it the same size on both sides. Command, Enter. I think on Windows it's Control I believe. Okay and then I will also make these ones a little bit bigger here too. I'm not going to rotate them I guess. I'm just going to make them a little bit bigger so that they're not inside anymore. So maybe two units or so. So under this. Copy that in here and I'll use two units. Let's try that. And this one same thing. scale up undo and then we'll use the command here to do it with the values that we want 222 and then we'll use command enter and now we scale those up. Okay, what we could think about is perhaps selecting both and scaling them up a little bit in, I'm a little bit hesitant to scale them up like this just because then they won't be in the center anymore but perhaps we can do it and maybe move them back a little bit. Right now we're in local spaces and they are mirrored. It doesn't really work but if you go to world space then we should be able to move them backwards. So if we come in here double click, go to world, then we should be able to move them back. OK. Perhaps something like that. Let's close all these down. And then we can test this again if we go onto the foot, which is always visible. So right now we're in FK mode. So we can animate in FK. And then if we blend, then we can animate an IK. And don't worry about the skinning for now, you can see that there is still some stuff going on. Obviously we haven't even done any skinning yet, or rather we have done the skinning, rough skinning, automated skinning, but we haven't gone in and done any weights painting yet. We'll do that at a later point. And we're happy with kind of the control rig and everything. Because things might still change. And this is a state that we can very quickly reproduce by just selecting our joints and then skinning it again, or we can detach. This is really just for getting a quick testing pass that we can see is everything kind of working in the right way how we want it. Here we go. Rotation. Again, here you have kind of two different modes depending on which mode you're in. You can get a mirrored behavior or non-mirrored behavior. If you are in, believe if you're in world mode and then you set it or animate it, rotate it, then you can see that it's not mirrored. if you're in global or rather local mode, then it is mirrored behavior. But be careful again with the world mode, because even though you think it is not actually mirrored, what you will see here is that the values are actually not the same. Okay, it's just taking both and it's rotating them in one way or it's taking both and rotating them both in another way, where one would go up, one would go down, right? Either rotating clockwise or counterclockwise. While the values here, now that we've rotated those in world space, it's actually going to be this one is positive and this one here is negative. So if we remove the negative from that, that both are positive, both are going down. So that's actually what we want because if we come in here and we were to take our invisible slider, we select the attribute and just slide it, we can see that both are going down. So the behavior is still mirrored even though if you're in world space, rotating in world space, then you kind of get this motion. Okay, so you kind can have both, but the core or under the hood it is going to be mirrored, which is going to be nice because then if animators are keyframing it and they see for example there's 90 units in the graph editor, it's rotated 90 degrees, then they know it's rotated 90 degrees down on both sides, as opposed to one being up here and one being down there, which you would get if it's not mirrored behavior. So okay, now we have that and we could do set up the other side same way. Let's do that real quick. We don't have the reverse notes yet because we haven't connected the foot yet and all that stuff. That's something that we're still missing on the left side. I might do that offline here just so that the videos are not getting too long, but it's basically exactly the same thing where we did on the other side with the locators and the aurean groups above them, parenting them, constraining and then creating the reverse node. So you can just look at the video how we did the right side and then apply the same to the left side. So then I'll just set up the visibility here that at least we have that working. So I'll pick all these three attributes and then I'll do it in the hyper shade again. For me personally I prefer working in the hyper shade and the node editor. The node editor is great for certain things but I find that it's not quite there yet, 100%. There's still some things missing that I like about the hyper shade. Let's add those in. Foot goes to those two. We have to unlock them first. Unlock, unlock. And then we'll connect it directly, the FKIK into the visibility here. Wish that was sorted alphabetically, unfortunately it's not. Visibility. And then we'll connect FK, IK, into visibility here. And then we can lock those up again. Right click lock, select, right click lock. Okay. And then here we don't have the reverse node yet. Under utilities at the moment we only have two reverse nodes, one for the right arm and one for the left, right leg rather. So we still need two more. This is going to be for what are we working on here, the left leg. Let's call this left leg IKFK, sorry, FKIK, that's how I called it. I want to make it consistent and reverse and then I'll duplicate it right away so that we have it for the arm as well. Left arm and we'll remove the one here. Okay, so we'll use that for in a second. Now we go from the attribute and reverse that. fkik into input x and then output x goes into this control, visibility. So let's add that in here, the joint, right, but it's the control at the same time. The root will unlock this visibility and connect from the reverse node now into the visibility here. It should be somewhere in the top area here, not too far down. Okay, now we can lock this up again. Now we can see we have it working here too. If we come to the foot, then we can see now this is working also in terms of visibility, either the IK controls are visible if we're in IK and when we're in FK, then FK controls are visible. Let's do it quickly for the arm as well. Then we're done with the whole set. I'll bring those in. Now down here we have the reverse. I'll bring the controller in for the hand as well. We want to connect it directly to the IK controls. So we'll do that. Custom attribute is always on the bottom. Then we'll go to visibility. Oops. Unlock first. Unlock. Unlock. Then to visibility, up to first. And then we can just select this one and say Reload. And it gets to keep, or we get to keep the selection here already. So it's one less click. And then we connected also to the reverse. So we can reload this one here, then we have to reverse in here. And again, we get to keep the selection. So a few less clicks that way. We connected it to the input X here. And now we are connecting from the output X to the FK control. So we'll bring the FK control in here as well. Unlock the visibility. And then we'll drag and drop that over. So now we have these filled in correctly already for us. We could also just, you know, if we don't have anything in here or something else, for example, if we connected those two things, we could also select this one here and say, okay, reload that one here. So it goes from here, then we select the join, say, reload right. So now we're connected from here to there, right? So it also works like that, but if you're dragging and dropping, then this is already getting prefilled. So then output X goes into the visibility. Did we unlock this? Yes. So it goes into the visibility of that one. Then we can lock all the visibilities. Again, I don't think we have to do it, but just want to be thorough. So I'll lock those up again after they're connected. And then we have this one working here as well. And what I would also recommend is that we are always kind of in the same mode for both arms and for both legs when we save it. And I would recommend for arms, it's probably not that important, that you know what mode they're in, but they should be in the same mode for both arms. So here we can see this and FK, this and IK. So that's not good for saving or giving it to the animator in this state. state so we should decide on one mode. I personally guess that probably for arms it might be better to have the default being FK just because probably that's what they're going to do most of the time they're going to swing as opposed to staying attached here we are still missing the connections you know with the locators so that looks a little bit broken still but I would recommend FK mode so let's swap this to fk for the arms and I would recommend iK mode for the legs again it will look a little bit broken probably here on the left side we haven't done it yet but because the feet are most of the time on the ground as opposed to in the air. That's why I feel this is a better default mode."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|