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You're reading from  Unreal Engine 5 Character Creation, Animation, and Cinematics

Product typeBook
Published inJun 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781801812443
Edition1st Edition
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Authors (2):
Henk Venter
Henk Venter
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Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
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Wilhelm Ogterop
Wilhelm Ogterop
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Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
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What is IK?

A character Animation Rig is normally a combination of FK and IK setups. The spine, neck, and head, plus things such as tails, are normally set up as an FK. However, things such as arms and legs are normally set up as an IK within an Animation Rig. On more advanced Animation Rigs, it is possible to set arms and legs up in such a way that they can switch between the IK and FK, but that is beyond the scope of this book. Most of the time, you want a good IK setup for your arms and legs.

Understanding IK

Imagine we had an arm and a hand. We want to move the hand from A to B. With an FK setup, we will first need to rotate the upper arm joint and then the lower arm joint for the hand to reach B, as shown in Figure 15.1:

Figure 15.1 – FK A to B

In reality, we'll have to keep switching between rotating the upper and lower arm joints until we reach B exactly. This is a very time-consuming process. Very early on in the history of computer...

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Unreal Engine 5 Character Creation, Animation, and Cinematics
Published in: Jun 2022Publisher: PacktISBN-13: 9781801812443

Authors (2)

author image
Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

author image
Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
Read more about Wilhelm Ogterop