Guide for Inverse Kinematics (IK) Rigging within Blender
Learn the basics of IK rigging and how to implement it in your 3D projects. This course is perfect for experienced users looking to expand their skills. Enroll today!
What you’ll learn
- How to build IK chains
- When IK armatures are suitable in rigging
- When bone parameters should be used in rigs and how to set them up
- How ‘(pole) target’ bones are used
- Why you would choose IK over FK in some situations
- How to work with Spline IK
- How to utilise some other constraints
Have you heard of IK rigging or seen it in action on other people’s rigs? Are you trying to implement it in your own projects but you’ve found that you can’t quite wrap your head around the basics? Does the term ‘forward kinematic’ fill you with dread? Let’s iron out those head-aches and turn this IK know-how from a fiddly mystery to a well refined rig.
I can safely assure you that Inverse Kinematics are not difficult to understand or grasp. They can look and feel daunting because by design one bone is intended to control a chain. If it hasn’t been set up correctly, it won’t work properly. I’ll show you how to mitigate these issues and let Blender (and other 3D applications) work with you!
Inverse Kinematics are best utilised in situations that have multiple, connected joints to one common ‘main’ joint. Common uses for IK rigs include limbs on both humans and animals, machinery parts and robotics.
This course will go through the basics of inverse kinematics including what exactly forward kinematics means. We’ll have a look at individual bone settings and what they do in terms of an IK chain before implementing IK into project based lectures at the end; notably an excavator and a robot!
Are you ready? Enrol today, and cement your understanding of this otherwise elusive topic…
Who this course is for:
- Reasonably experienced 3D users who wish to learn specifically about IK rigging
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