Deeper dive into Tvori’s new Inverse Kinematic (IK) system
On October 2020, Tvori offered you a solution to prevent you from motion animation hardships. We've improved the Inverse Kinematic (IK) system, which is one of the classical tools to animate and control the movement of objects through their position and rotation properties.

Tvori's ArmIK and LegIK (use case)
With IK, there are multiple valid solutions for any given input via controller. For example, once you move a hand palm, an arm and a wrist adjusts their position. So only one bone is manipulated, but the rest of the body is also automatically rigged to it.
[previewyoutube][/previewyoutube]
[h2]Three IK modes
[/h2]
With Tvori, 3 modes with additional logic to the limbs are available for prototyping characters behaviour:
[h3]Simple IK: use case
[/h3]

Additionally, we recommend it for modeling the mechanical objects or robot-alike object types.

[h3]Leg IK: use case
[/h3]

[h3]Arm IK: use case
[/h3]
ArmIK is a convenient tool when you need to freeze a hand position in the space. As for a simple case, when having a conversation in a transport vehicle, your character arms should be held on to a rail, like people tend to do in real life.


That is why in this case you should add ArmIK: start with fixing arms to the rails via controllers and continue the animation process of the rest of the body with SimpleIK or/and LegIK.
https://www.youtube.com/watch?v=FgMsvKySfGc
Moreover, the main difference between ArmIK and both Simple IK and LegIK is an automatic correction of the clavicle position. Via 1 controller you are enabled to align all arm bones starting from a clavicle to hand wrist and palms.

[h3]Further Tvori R&D are targeted to give you more freedom of animation creation:
[/h3]You'll be able to express characters' emotions via new motion setups of upcoming SpineIK and additional shoulder controller for ArmIK. Sounds promising, right? Better to stay tuned not to miss these updates!

Tvori's ArmIK and LegIK (use case)
With IK, there are multiple valid solutions for any given input via controller. For example, once you move a hand palm, an arm and a wrist adjusts their position. So only one bone is manipulated, but the rest of the body is also automatically rigged to it.
[previewyoutube][/previewyoutube]
[h2]Three IK modes
[/h2]
With Tvori, 3 modes with additional logic to the limbs are available for prototyping characters behaviour:
[h3]Simple IK: use case
[/h3]
- IK (or Simple IK) is a classic animation option, which is utilized for a one controller with 2 bones. This setup might be applied to thumbs, hair and other minor body parts.

Additionally, we recommend it for modeling the mechanical objects or robot-alike object types.

[h3]Leg IK: use case
[/h3]
- LegIK is a more advanced system, compared to the Simple IK, due to usage of the controller with 2 bones manipulation.

[h3]Arm IK: use case
[/h3]
- The last but not the least is the new IK setup panel for arms, even though it can be controlled via FK as we mentioned before.
ArmIK is a convenient tool when you need to freeze a hand position in the space. As for a simple case, when having a conversation in a transport vehicle, your character arms should be held on to a rail, like people tend to do in real life.


That is why in this case you should add ArmIK: start with fixing arms to the rails via controllers and continue the animation process of the rest of the body with SimpleIK or/and LegIK.
https://www.youtube.com/watch?v=FgMsvKySfGc
Moreover, the main difference between ArmIK and both Simple IK and LegIK is an automatic correction of the clavicle position. Via 1 controller you are enabled to align all arm bones starting from a clavicle to hand wrist and palms.

[h3]Further Tvori R&D are targeted to give you more freedom of animation creation:
[/h3]You'll be able to express characters' emotions via new motion setups of upcoming SpineIK and additional shoulder controller for ArmIK. Sounds promising, right? Better to stay tuned not to miss these updates!