Here’s a quick look at some rigging systems I’ve been working on — focusing on practical animation controls that give animators flexibility and precision.


🦿 IK/FK Switch — Seamless Leg Control

Quick demonstration of IK to FK switching on a leg rig. The system allows animators to seamlessly transition between inverse kinematics (for foot placement) and forward kinematics (for procedural motion) without losing pose data.

Why this matters: IK/FK switching is essential for realistic character animation. Animators need IK when planting feet on the ground, but FK gives better control for actions like kicking or swinging legs. A good switch system lets you transition mid-animation without jarring pops or resets.

Technical approach:

  • Custom attribute to blend between IK and FK chains
  • Constraint-based switching with offset preservation
  • Seamless transitioning without pose loss
  • Clean controller hierarchy for animator-friendly workflows

👟 Advanced Foot Controls — Heel, Toe, and Local Transforms

Demonstration of foot rig controllers with local transform pivots. The setup includes heel roll, toe flap, and ball rotation — all accessible through intuitive placement and clean channel box attributes.

What’s happening here: The foot rig uses strategically placed pivot points and local transform controls to give animators natural foot motion. Instead of rotating the entire foot from a single point, the rig breaks motion into heel, ball, and toe sections — exactly how real feet move.

Key features:

  • Heel pivot: Controls backward roll when lifting the foot
  • Ball pivot: Natural bending point for walking and running
  • Toe flap: Independent toe control for tip-toe poses and detail work
  • Local transforms: All pivots respect world space while maintaining animator control
  • Clean controllers: Visually distinct shapes that don’t clutter the viewport

💡 Why This Matters for Production

Good rigging isn’t just about making joints bend — it’s about empowering animators to work faster and more intuitively. These systems are designed with production workflows in mind:

  • Speed: Animators can switch control methods on the fly without breaking poses
  • Flexibility: Multiple pivot points mean more natural motion with fewer keyframes
  • Clarity: Clean controller shapes and logical naming make rigs easy to learn
  • Reliability: Constraint-based systems reduce errors and unexpected behavior

🔧 Technical Notes

Both rigs were built in Maya using a combination of:

  • Parent and orient constraints for IK/FK blending
  • Custom attributes with Set Driven Key for automated switching
  • Hierarchical controller setup with proper zeroed offset groups
  • Local pivot placement for anatomically accurate foot motion
  • Clean channel box organization for animator accessibility

The goal was to create production-ready rigs that feel responsive, predictable, and artist-friendly — the kind of rigs that animators actually want to use.


Want to see more rigging work or discuss technical art pipelines? Feel free to reach out!