Joe Explains how to use the IK function to rig a series of scissor arms inside a machine.
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Summary:
--Create pairs of joints using the Point Snap option to ensure that the joints are centered at the axes of the levers.
--Create controllers (Locators) at the center hinge of all the scissor levers. Use Point Snap to center.
--Group the controllers (⌘+G) and use center the pivot point (Modify-Center Pivot)
--Rename all joint chains as desired (xLeverJoint#_#)
--Create the IK Handles for each joint chain (Skeleton-Create IK Handle)
--Parent the root joints to their respective Locator controllers (Constrain-Parent)
--Parent the IK Handles to their respective Locator controllers (Constrain-Parent)
--Parent the scissor arm polygon objects to their respective joint using the Outliner (Middle-mouse click and drag)
--Use the ScaleX attribute of the controller group to control all the scissor arms.
Resources:
FK and IK Explained – Which One to Use and When? by Miloš Černý
youtube.com/watch?v=0a9qIj7kwiA
Inverse Kinematics (IK) by Autodesk
help.autodesk.com/cloudhelp/2017/ENU/Maya/files/GUID-07C3BA47-32BB-477B-B6C5-1090E5C9B81C.htm