IK Target Handling
The Arm and Legs use the same IK Target Handling system.
IK Target Selection Menu - In the Dropdown menu next to the SnapIK button, you will see a collection of possible target objects. Each of these target objects plays a part in a weighted Position Constraint and Orientation Constraint controller for the End Effector of the IK chain. This allows you to easily blend your IK End Effector position and rotation from one target to another by adjusting the weights of these targets. The IK targeting tool will automatically handle the weighting of these targets with a few button presses.
SnapIK - This will bring the IK target that has the weight value of 100 to the position and rotation of the Forward Kinematic Limb. Meaning, only the Ik Target that is in control of the IK system will be effected.
Arms and the IK Blending Value with SnapIK
IF the Arm IK/FK Blend value is exactly 0 (you are in FK mode) the IK Target that is in control of the IK system will snap to the Pos/Rot of the end of the FK Arm system and align to the Hand/ Wrist object. Now you can set the Arm IK/FK Blend value to 100 and you are now in IK mode for that Arm.
IF the Arm IK/FK Blend value is exactly 100 (you are in IK mode), the FK Arm will then attempt to find good settings for the FK upper arm and FK elbow rotations in order to match what is happening with the IK arm. This is Not exact, there are many possible rotation settings. Sometimes its best to match the FK Arm to the IK Arm manually. To do this manually, in the Automatron Display Panel turn on the display for the IK_ARM_R or L and the FK_Arm_R or L. This will let you see what the two different systems are doing as you adjust the UpperArm and Elbow values.
Leg/Foot System and IK Blending
There are actually three separate Leg systems in play. An Inverse Kinematic system and a Forward Kinematic system... the Legs you see in the viewport is a Blend between the other these two systems. The Forward Kinematic system is actually an IK system, yet it uses a FK sructure to generate the IK target positions. Yes, that sounds complicated, but using the tool panel is easy.
Key - Pressing this button will give control of the IK system to the IK target object that is currently displayed in the IK Target Selection Menu. Control means, this target object will have a keyed weight of 100 while all other will get a value of 0.
Select - for your convenience, pressing the Select button will unhide and select the IK target object that is currently displayed in the IK Target Selection Menu.
Weight value spinner - This is the weight track that controls the Pos/Rot constraint weights of the IK target object that is currently displayed in the IK Target Selection Menu.
Find Highest - for your convenience, pressing the Find Highest button will determine which IK target object has the highest weight value, and thus is most in control of your IK system and focus that object into the IK Target Selection Menu.
Objects found in the IK Target Selection Menu-
There are no rules or restrictions on how to use these, but here is what they were designed for.
World - use this for targeting the Arm system to the World
Prop - A point object named PropMaster is linked to the Hips, it has two child point objects that are selected here. If you have a prop for the character such as a rifle or a peace sign, link your prop to the PropMaster.
Head - A point object that is linked to the head bone
Hip - A point object that is linked to the Hips
Knee - A point object that is linked to the UpperLeg bones
Spots 1 - 5 : free floating, or un-parented IK targets, do what ever you wish with these.
FootAni_R or L - This is the main IK target and animation master for the foot system.
Foot_FK_R or L - This is an IK target that is linked to the End of a FK Leg System. Use this if you want the feet and leg system to be parented by the Hips. If the character is flying or jumping or you would like a smooth arching rotation with Legs.
FootIK_Spot 1- 5 - free floating IK targets, do what ever you wish with these. Link them to other objects, or leave them in World space.