Hey,
I haven't revisited this tool and thread for a while now, sorry for my abscence. It's been a year since I last spent time on it, but maybe NOW might be a good time to continue working on this one...
Meanwhile, I noticed that I actually haven't uploaded my latest version of the tool, here it is
https://dl.dropbox.com/u/19247240/FKIK% ... _bones.lua
(It's also mirrored in the top post of this thread.)
The embedded script is unchanged.
Lukas, about IK and FK.
Sorry to say you are right, there is no working FK implemented yet. It has been the plan all along to make it a 100% working FK / IK hybrid, but I got stuck with the vectormaths last time I was trying to fix it. I do have a version of the script with FK added but it's still unstable. I'll release that one when it's working properly.
I know it's a little confusing that the name of the tool has "FK" in it.... I named it "FKIK" exactly for this reason; it IS going to be a FK / IK hybrid - when it's finished.
In this, the latest version of the FKIK-tool, you will find a kind of "pseudo"-FK... i.e. you can actually move the foot or legs or whatever around using the FKIK tool, but it's actually not FK, it's just a projected version of IK. You will understand what I mean when you try it out.
So... it still isn't FK but it makes working with the rig a lot easier, until I get proper FK in place.
And some further notes on what the FKIK-tool actually DOES or DOESN'T do.
....thanks, funksmaname, but you got it a little wrong...
- the tool carries the same code as the embedded script does, meaning that the tool can handle all the .aim and .trg-bones and the IK-function even WITHOUT the embedded script activated. BUT the connection between .trg and .aim-bone will only interpolate correctly ON KEYFRAME, not in between keyframes. You need the embedded script for that.
This means that you could for instance block out poses even without the embedded script, using only the tool, if you want to.
- the tool is also built to make a certain kind of workflow a little easier. As long as you only rotate rig bones or move IK bones or the whole rig around you don't have to change any tools to do these different actions. You can do all these things from inside the FKIK-tool.
This is how it works:
- by default the FKIK tool works in the same way as the "manipulate bones"-tool
on all frames above 0.
- hold alt-key to force FK rotation (normal bone rotate) instead of IK action (manipulate bones).
This is true for all limbs or chains of bones where there aren't any .trg or .aim-bones involved.
So it's mainly normal "manipulate bone"-functions, except for;
- All .trg-bones are TRANSLATED when you drag them. Hold alt-key and they ROTATE instead.
This is then obviously the "IK-function" on feet, for instance.
- The TOPBONE (bone without parent) in the rig is by default TRANSLATED. Hold alt-key and it will ROTATE instead.
This means that if you select the topbone + all .trg-bones simoultanously you can translate the whole rig around.
(Hm... I just noticed that you actually have to use the "translate bone" to move several bones at the same time...
I will have to correct that one so that it can be done from within the FKIK-tool as well.)
I always build my rigs with a separate TOPBONE (or masterbone, or whatever you like to call it). In a normal biped rig it
would be the parent of the hipbone. This bone itself is unparented.
Using the FKIK tool it automatically goes into "translate"-mode, while keeping the hipbone by default in "rotate"-mode.
Which is very handy, in my humble opinion.
All that's really missing here is that darned FK. But I'm on it!
