While playing around to create a custom IK solver ( well thanks to Cult of Rig i started playing with it..) , given maya 2026 has all the new fancy nodes (pow, acos etc) so i did not use expressions to create the solver .
I was testing this solution against maya native ik , i loaded 500 referenced rigs with regular IK vs Custom IK ,and essentially got the same FPS (felt faster the custom one ), which gave me the spark to pursue this as a possible solution as i was concerned with the rig performance.
So i was wondering have you ever done something like this in production?
is it a viable solution to get away from using maya old IK system ? Or is too fancy and not worth the troubles?
Pros and Cons ?
Is fun to learn about it , but I’m wondering if is it worth investing time onto it , to then use in rig production?
I want to stay within vanilla maya nodes (not custom solver plugin ) due to the ease of compatibility for anyone using the rigs.
so far a few pro:
- can create a cleaner hierarchy and NO need to use joints to solve the ik
- can add extra nodes to customize the IK (soft bend, stretch etc)
- possibly reusing some of the nodes to simplify/optimize calculations of other things (stretch, elbow pin etc)
cons :
- if accidentally screw up the math on some nodes attrs..the whole rig wont work
- harder to debug
- its a few extra nodes compared to the standar IK (which has 3 ish?), although it jumps already up if you start adding fancy add-ons..so might end up being similar?
Just curious what are your thoughts on this, if you already went this way and stick to it or regret it.
ps: i did think of creating a custom bifrost solver..but i am unsure of performance currently, and it seems still too young still, perhaps in the near future ?