Toolkit 3D - IK Handles
Toolkit 3D - IK Handles
With the previous rig blogs done, this is where I will show and explain IK handles. Firstly, an IK handle is an object that you can select and move. It affects the joints is assigned to. It can be used to pose an entire joint chain, such as an arm, leg or spine.
Going back to the rig I have created, this is what it looks like so far. This is with the arms, spine and legs completed. If we want to pose this properly, we need to implement IK handles.
For the legs, I extrude from the heel to create another bone, and give it the IK prefix on the bone name. This is going to be our control bone.
Next I select the shin, and go into pose mode. We then go to bone constraints, create an IK Handle, and set the settings as seen below. We set the target to our rig we created, the bone to the control bone we created, and because we want it to control the skin, the foot and the thigh, we select 2 for the chain length. We then go into edit mode, and remove the parent to the control bone.
We can now pose the legs! Here is an image of the legs being moved around and controlled by the IK bone.
If we want to do the same thing with the arms, we do the exact same workflow, this time extruding the IK bone from the wrist to be able to control the arm.
Within a rigging workflow, this allows a 3D artist to be able to rig specific bones in a specific given chain. if a rig has been made correctly, it is very easy and quick to implement IK handles.





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