(this is a cross post form CG talk, I hope thta’s not a faux pas…)
I’ve been trying out different methods of IK/FK switching, following various tutorials all involving a 3 skeleton set up (Deformer, Ik, & FK bones). Most of these tuts are several years old.
But I noticed that 3DS Max 2013 appears to have built in solutions to IK/FK switching of HI and Limb IK solvers. just look on the IK slover roll out on the motion panel and I buttons and check boxes for enabling, IK/FK snapping, and such. Yet I can’t find any mention of people building a rig around this.
Is this something riggers avoid for some reason?