Animation and Kinematics Controls


Rig and Animation Control commands work with the current selection in the Maya Scene of Komotion rigs and chains.


IK/FK Controls


IK/FK - Switch between Forward Kinematics (FK) and Inverse Kinematics (IK) on the Selected Chain in the Scene.

Use the Maya Move and Rotate tools to manipulate. To make an ‘IK/FK’ switch, at least one object from a chain must be selected to make the transition from IK to FK, and vice versa.

It uses no constraints for blending or snapping (Extra Key needed for snapping).

Lock/Unlock IK - Locks/Unlocks the Scene Selected Chain IK handle and stops IK/FK switching. Useful for controlling performance when animating large rigs.

Select a chain in the Scene whilst in a controls system, then press ‘Lock/Unlock IK’.

This causes the IK handle to stop switching on selected chain, remaining on the last state. This feature has no impact on any user customizations. 'Unlock IK' will re-activate IK/FK dynamic updating and switching, and restart the 'Live Chain' state.

Free FK - Freely move Chain Controllers.

Used during Rigging and Animation, and should only be used on one chain at a time. When selecting ‘_Trans_’ or ‘_ROOT_’ node(s), the selection direction must be down the chain towards the root, otherwise, the control may not function.

Causes Selected Chain(s) to have their IK Handle(s) Blend Weight set to 0.0. This prevents the IK Handle from interfering with the bone movement. ‘Free Chain’ uses a technique called pinning.



Bone Transform Controls


Twist

Twist controls are enabled for bone chains


Click on these to perform sub-controller twists for any Komotion bone. This allows the user to rotate bones without affecting the chains entire hierarchy.


This feature disables all other controls except for Accessory. It causes the property (Attribute) Visibility to turn on for twist nodes which contain ‘_TWIST_’ in its name. Make sure bone visibility is not hidden (Utility controls) if you want to see the skeleton structure change.



Thickness

Thickness controls are enabled for bone chains


This feature disables all other controls except for Accessory. When a user selects a thickness node, this will initialize a secondary selection which selects the Komotion bone ‘Head’ which contains ‘_JTHICK_’ in its name. Make sure bone visibility is not hidden (Utility controls) if you want to see the skeleton structure change.



Root

Root selection is enabled for bone chains and enables Torus and Controllers


This feature disables all other controls except for Accessory. It causes the property (Attribute) Visibility to turn on for the Kinematic nodes which contain ‘_TRANS_’ in their names. Other nodes that can cause unwanted behaviour have their visibility turned off. The Root is affected by the bottom Kinematic controller rotation on Komotion chains.