Automatic FK/IK switching in a Maya rig?

[QUOTE=bclark;9220]And last but not least-:slight_smile: (yes I could have just posted this in one post but what fun is that:)

There is http://area.autodesk.com/gdc/class1 on creating a no/cycle mulitway constraint system with built in nodes. I turned his example in to a self-contained maya asset that I can import in and connect up.

Or a more complete system http://exotools.net/ the orig. multi way constraint in Maya. *I am beta testing for and friends with them, full disclosure.[/QUOTE]

Hello,
the exoSwitch Constraint from exoTools is now in public beta. It can be downloaded from here:

http://exotools.net/ExoSwitchConstraint/PublicBeta/PublicBeta.html

You can see how the constraint can be user to create a quick ik/fk switching system here:

Cheers.

sweet! Thanks

Create a switchable IK/FK character rig in Maya

I recently completed a scriptjob based switcher that creates and deletes constraints to get the FK and IK sections to match up. It works great except there’s a few things to watch out for.

PROS:
It’s surprisingly quick. I’ve been rigging up this character and have noticed absolutely ZERO speed difference using a scriptnode listener.
It’s automatic. The job takes over when the specified action happens. In my case, it’s tripping a specific attribute.
IT’S EASY! The animator doesn’t know what’s happening. They just see it work and smile!
They don’t get run during batch render time and during command line rendering, so if you get an autokeying autoswitch, the preset keys take care of it all for you.

CONS:
If you’re building a switcher scriptjob, you need to account for keyframes.
The API lies. This isn’t neccesarily a con, but I noticed that no matter what I had set it to, the job launches when the frame is changed. You can fix that by building cancellers into the script with the undoInfo command.
Finally, there’s the problem of multiple instancing and namespaces. When creating the script, I had to use object names for selections and stuff. THere might be a way to use a script node to edit another script node, turning absolute names into variables and then run it proper, but I haven’t looked into it yet.

Again, I cannot emphasize speed enough. Matter of fact, go open a new file and punch in scriptJob -lj; You will see that Maya itself uses it as sort of an event listener system.