Firstly I used a biped as separate IK solvers would be more complicated and unnecessary. I drew out the Biped which can be found under create>systems>biped then I activated figure mode in the motion panel to let me edit each bone separately to get them all to the right size to fit the character. Once I had done this Matt ran some tests and found that there were areas that were not correct as the arm bone would move but leave half of the arm behind!
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This was easily solved by editing the envelopes to enlarge them so that they encompass the whole arm. Now the body was fully working. The head was a separate object from the rest of the body so I simply linked it to the head bone so that when that moved the head and hair moved as well.
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Animating a crowd could get sticky so I chose to add some dummy's to make it easier to move the hands and feet. Unfortunately dummy's can't just be linked to bones, I found this out after about 15minutes of screaming and the computer screen.
I did eventually find out how to do it which I will now explain.
First I drew a dummy and named it appropriately, for i.e. Jessicahanddummy (found under create>helpers>dummy)
Secondly I selected the hand bone and under the motions panel I expanded the KeyInfo properties drop down menu then I expanded the IK properties timeline. After this I clicked 'Select IK Object' and selected the dummy. I then clicked 'Create Key' (red dot) and set the type to Object and the IK blend to 1.0.
After I finished adjusting these settings I tested the dummy and the hand went with it! Amazing!
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Tune in next time for some crazy animations...I hope!
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