Animation and Rigging Tools: FAQ, Known Issues and Feature Roadmap

So the way we do this is by creating “IK” bones under the root of our skeleton. So our hierarchy might look like:
ikBones.jpg

The ik_hand_l and ik_hand_r get constrained to their respective hand joints, and the same with the feet. The hand and foot roots are another layout on top to do terrain placement or procedural recoil whilst keeping the hands locked.
So the workflow here is, we bake those ik joints to their respective joints and export that data out. Then in engine, we use those Ik joints as our IK targets.

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Heyo!

So I’m trying to set up IK Feet/Arms for my ART characters, and when refrencing this post, I would get some weird errors that would cause my characters hands to move, but the fingers would stay stationary. Weird.

When I deleted all the leaf joints I made referencing the ik_foot or ik_hand prefix, the fingers would move perfectly with the joints.

What’s the best practice for creating IK_foot and IK_Hand joints using the ART? I also noticed that you mentioned that the “ik_hand_r and ik_hand_l get contained to their respective hand joints” How would one constrain these? When I constrain these joints before building my character rig, the build process fails, however I do get an export file.

I know its alot, but any help is appreciated! If there was a button that would automatically generate these, it would be super neat :wink:

Keep up the killer work, .