I have a player controlled spider Character which needs to walk with procedural IK limbs but run with a pre animated keyframed sequence.
My question is.. can this transition be managed in the same way as an IK/FK switch in a rig. i.e. we create THREE sets of limbs for the spider..
1/ is set to IK with the procedural walk system implemented
2/ is set to FK and set to playback the run cycle
3/ is the deform rig which switches it’s parenting between rigs 1 and 2
This is a perfectly normal set up for character rigs, with switches that animators can key on or off as desired by the requirements of a performance, for instance, when, for instance a character’s feet need to stick to a surface in world space or not.
My application differs in that the ‘switches’ would be toggled by player activated walk or run buttons.
Perhaps there could be a brief blend between the two states, so the legs don’t abruptly jump from one pose to the other, although this could be very brief as the run cycle is super fast.
Cheers
Nigel