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IK - v - FK - which is best? |
One question that student animators often ask is about the merits of Inverse Kinematics (IK) vs Forward Kinematics (FK). The IK -v- FK debate sounds rather abstract - a bit of a techie question. After all, at first, it's not immediately obvious what these terms even mean, let alone how to explain which option you should choose.
The question is really about hierarchies. Usually, animators are trying to decide whether to set the hands on a character to IK or FK. If the hand controls are set to IK, then you are controlling the hands from the bottom of the arm hierarchy, from the hand control. If you set the controls to FK, then upper arm, shoulder and body is in control of what the hands do.
In a walk cycle, you usually set arms and hands to FK, because the arms are swinging, controlled from the shoulders. But if you were to animate a sword fight, where the position of the hands is vital, then you would almost certainly choose IK.