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3D Character Creation
Class 10: IK Rigging

Topics

  • IK vs FK
  • Class 10 Lab

A perfect class

FK vs IK

FK (forward kinematics)

FK is short for forward kinematics. This describes the process of manipulating a rig in a proximal (closer to the body) to distal (away from the body) manner. As an example to move an arm in FK you would rotate the shoulder, then the elbow, then the wrist. FK is great at creating arced motion paths but it is very difficult to exact where the end of the chain is placed. For example to make a hand grab something would take a lot of rotations and adjustments to the rotations to place it correctly.

IK (inverse kinematics)

IK is short for inverse kinematics. In this process you manipulate a rig by translating a distal (away from the body) element and the proximal (closer to the body) joints rotate the necessary amounts to allow it. For example you would select the wrist of the character and move it to a location. The shoulder and elbow would rotate correctly automatically. This is great for making an exact position but results in generally linear motion paths. This is often used for leg rigs so that the feet can stay in an exact position on the floor without sliding.

Class 10 Lab

IK Rigging Lab

In this lab you will apply inverse kinematics (IK) to the legs and spine of the character.

You will be graded on the following:
  • Lab Requirements
    • Techniques and processes covered in the instructional material is followed and implemented.
  • Creativity & Craftsmanship
    • Excellent design choices, novel & appealing, and solid clean caliber work.
Resources:
Assignment Video Tutorials
You may watch the tutorial videos below to help you complete your assignment.

Assignment Video Tutorials

Wait! Before you go!

Did you remember to?

  • Read through this webpage
  • Submit Class 10 IK Rigging Lab on Blackboard