Just testing out the new animation Rigging tools and they are really looking awesome!
I wanted to keep my characters FK leg animation but be able to add the IK on top and add some animation to the hip Or COG position. Is it possible to have IK legs and keep the underlying animation?
In version 0.3 and up we introduced bi-directional motion transfer. You can use this to bake / transfer the motion from your FK animation onto your IK effectors. This should give you the desired effect. Keep in mind though that the motion transfer only works on generic animations. Another side note; Dave has done a great talk explaining the concepts of motion transfer in his GDC talk if you are interested
No new features will be added to the 0.2 version (19.3), fixes however might get backported. The bi-directional baking functionality requires some API that only exists in 20.1+, thus we had to bump the version and minimum requirement.
Damn! I might have to change my approach of trying to stick to LTS versions, but I’ll have to wait at least until 20.1 is out of beta I think. I’ll stick to 0.2 for now and keep an eye out. Thanks for the heads up!
Hi, I’m interested in the function ‘transfer the motion from FK onto IK’. If I have a Two-bone IK constraint in my character’s leg, when I transfer the motion to the IK effectors,does that mean the IK target moves as the foot bone in original animation clip?
Correct, the IK target should move so that it recreates the original FK animation on the foot. I believe Dave touches upon the bidirectional workflow in his last GDC talk: