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Wednesday, May 25, 2016

IK FK in rigging what is ?

Rigging is a process in 3D animation, which is basically adding controls to the model/ mesh. It uses joints or a chain of joints along the model/ mesh. These chains can be manipulated through two different processes. IK and FK are processes used during rigging a 3D character for animation. These are applied to a rig and can be switchable in a way that both can be used as per convenience. Both have their own advantages and disadvantages. IK is easier for quick posing where as FK is easier for detailed animation. A good example for the use of IK and FK in character animation would be where IK is used for showing the character grabbing a glass and FK while the character waves his/ her hand.

IK:
It stands for Inverse Kinematics, when applied to a chain of joints the motion/ position of the entire chain depends upon the child joint. Meaning the position/ movement of the child joint is independent/ free to the position/ movement of the parent joint. This method is mostly used to show animation where the end joint doesn’t follow the motion of the rest of the chain. Example: Lifting/ pushing an object, jumping over a wall while resting your hand, for legs during a walk cycle, et’ cetera.

FK:
It stands for Forward Kinematics, when applied to a chain of joints the motion/ position of the child joint is dependent on the orientation/ position of the parent joint. Meaning when the first joint in a chain is moved/ rotated, the end joint will move as well. This method is used for joint chains to show a continuous action or where the child moves according to the movement of the parent joint. It is easier to show follow through by the FK process. Example: hands in a walk cycle, rope/ string animation, whip animation, et’ cetera.

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