Easy IK based Posing

To use this guide you need to be familiar with creating poses already and know the areas in blender we are working in. All of this is detailed in my guide "Custom Poses and Animations" so if you haven't read that yet, do it now!


Requirements:

Blender (obviously)

Basic pose creation skills

My new simple IK Template (includes FemaleAverage/V, MaleAverage/V, MaleBig skeletons)

This rig is NOT perfect, for now it will be enough though.


1. Differences to FK (regular) posing templates:


Select the yellow boxes (they're IK related bones) to move around bone chains. Use the grab in blender (shortcut g) to grab a bone and move it where you want it. This works on hands and feet which will move the respective arm and leg accordingly.

 

There are boxes in front of knees and behind elbows that are called TARGET_xyz. Grab and move these to adjust the angle of the joints.

 

The rig overall has constraints set as usual so elbows and knees will not bend unnaturally, saving you from broken LookAt features and generally just not realistic movement. No you cannot bend your elbow sidewards, sorry.

You can also use snapping to place for example hands, quickly. Place the 2Dcursor (the lil target thingy) by clicking for example on the hip of your character. Then select IK_HandRight and press shift+s>Selected to Cursor. The IK bone will snap to the cursor you placed!

!You cannot do this with regular bones!

Use IK_Hips to move the upper area of your character around as a whole, IK_ROOT to move the entire character and IK_SPINE to pose the first, lowest spine bone. The regular bone counterparts of these are not working correctly while IK is active. All other bones function as usual.

There's the bone IK_Pelvis which allows for easy hip shifting! No more fiddling around with the Hips bone for this! :)

Last but not least, the fingers also have IK chains for easy bending. You can still pose them normally as well and/or paste poses.

 

NOTE: Pasting poses from non-IK rig will NOT work for the rest of the bones!


2. Differences to the pose saving process:

1. Instead of making a new action per pose immediately, Create all your poses within a single Action. This simply means you do a pose, Insert the keyframe for it at frame 0, then move the timeline to frame 1 and do your next pose there, insert it, move to frame 2, pose, insert, repeat.

2. Instead of hitting the arrow to save the Action strip, Head to Pose>Animation>Bake Action.

In the window that pops up, use these settings. The green ones being particularly important!

This removes the IK from the rig, so do this only when you are done with all your poses! It converts the IK posed ...poses into regular keyframes ready for use ingame.

3. Now we just need to make seperate tracks for each of our poses. To do this, move the timeline cursor to Frame 0 where your first pose is and simply insert a new keyframe for the whole character again. Do a second one with the same pose (it shouldnt change anymore after you set the first one) to make sure everything will be okay ingame.

Green: The long Action we baked, has all poses on different frames.
Blue: The new action for pose 1 only.

Click the little arrow as usual to make the current pose its own Action. Disable it and move to the next frame of your long Action. Repeat the same process for the second pose. Insert a keyframe where the pose is, then also insert one at frame 0.

 

Example:

Pose 2 starts at frame 1, inserted a second frame for frame 0 and moved it down as usual.

Pose 3 starts at frame 2 and i inserted a second frame at 0, then moved the action down.

4. Before exporting, clean up the rig by deleting all IK related bones (they are now useless anyway). Head over to pose mode, select only the yellow bones by simply clicking this here:

Switch to edit mode and delete the selected bones.

Now you are done, your skeleton is cleaned to the old familiar one you used before. All is ready for export and Wkit import as usual, no differences there :)


Hope you found this useful! Happy modding~