Realtime Creature Rigging
19 Lessons
Get the assets
01
Model Preparation
02
Joint Fundamentals
03
Skeleton Building
04
Rotate axes & orders
05
Skin binding and editing
06
Painting skin weights
07
Control creation
08
Hierarchy and attributes
09
Control joints
10
Spine FK & IK Systems
11
Neck, head, and eyes
12
FK Limbs
13
IK Limbs
14
Space swapping
15
Twist & roll joints
16
Reverse foot systems
17
Clavicles & fingers
18
Squash & stretch
19
Final Adjustments
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13
IK Limbs
The FK limbs are now working so the animator can pose and animate the creature using forward kinematics.
What we are going to do next is also give them the option to work in IK, or inverse kinematics.
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