An introduction to the many concepts that will be covered throughout Houdini Technical Rigging Volume 3.
A complete lecture of Inverse Kinematics (IK) including terminology and demonstration within Houdini.
A look at extra IK controls: IK Twist, Twist Effector, IK Dampening, Straighten Solution, and Tracking Threshold.
A discussion of other solvers that can be applied to bones: FK, IK with Constraints, FK with Constraints, and Follow Curve.
This video covers the first of two separate methods for blending between multiple end effectors for an IK chain.
Here we begin taking a look at the second method of blending between two IK end effectors.
Continuing from the previous video, we finish up the second method of blending between IK effectors.
Here we look at using CHOPs to restrict rotational data for bones, rather than the parameters within the bones.
A quick demonstration of how to install the included Python script that was written in Technical Rigging Vol. 1.
Here we create new tool that allows us to put a new IK system onto an existing bone chain automatically.
A discussion of when an animator might want to blend between the use of Inverse and Forward Kinematics.
Here, we begin the process of creating a customized system for blending between FK and IK.
This video focuses on how we can make the FK data snap to the rotational data coming from the IK control.
This is the first of three videos in which we set up the system to match Inverse Kinematic rotations to Forward Kinematics.
Now that you have seen how to snap transformations, we use that as a part to snap our IK to the FK solution.
We have now established the functionality we need for our IK to FK snapping, and now we implement the solution.
Here we begin our own IK/FK blend tool, building upon the code created in the previous videos of Technical Rigging Vol. 3.
We now start on the process of combining the concepts and tools established thus far to create our IK/FK tool.
We now implement the script for our IK/FK tool, allowing a rigger to place such controls on their rig very quickly.
With our FK/IK blend tool created, we demonstrate using it on a simple character armature, and test animation.