IK or FK?
A Lot of time students ask if they should use Inverse kinematics or Forward kinematics on things like arms. It all has to do with the shot and what is going on. Lets say a character is leaning on a desk, then gestures and picks up a cup of coffee and drinks it. it makes sense to use inverse kinematics until his hand leaves the desk, then switch to FK for the gesture and picking the cup and drinking it. But this is not the only way to do it. Ultimately it will come down to making it look natural. We want to avoid the look of a puppet on strings. Sometimes IK on arms can cause this look. That is why the gesture is animated using FK. When the arm is on the table it makes sense to have the joint solved by IK. It would be a compositional nightmare to do it another way. Being able to control the pick up of the cup and putting it to the mouth is up for debate about when and if IK is really necessary. If you can pull it off with FK, then it is a good approach. Its important to keep things as simple as possible. Turning on and off IK can be difficult especially if you have to change the scene. Another thing to take into consideration is when to use arm alignment. Basically, arm align gives you a bit more control over the patterns of your acting. If you rotate the characters root, the arms will not be as affected by that rotation. It gives you a bit more control, especially for acting shots. I usually have this on. It tends to make the character look a bit more organic but can also cause a bit of a head ache if you are doing alot of rotations with the characters body.
I used to know an animator who animated all his gestures using IK. I never understood how he did it. The point is that people will use what they feel comfortable with. There is no one way, but you can save yourself a lot of headaches if you use the right tool for the right project. I’d love to know how people work and what has worked for them.
-Andrew




Shawn Miller
FK all the way for me!
The selling points for me are, running the risk of having floating hands in IK (especially if the shoulders drop and the hands don’t follow), and not having the ability to do proper Overlaps with the arms. I.e. shoulder, upper arm, forearm, hand, fingers. With IK you can shift the keys on each part nice and easily. The motion with the IK controller to simulate this is a little crazy for my tastes. Theres is a lot more ‘handling’ of the rig though with FK.
Having said that though there are a large number of peeps here who are mostly IK, and their work is awesome! so. . probably a personal preference like you said.
– my two cents.
Kyle Maloney
I could have sworn you already did a post about this about a year back. good post none the less.
Andrea Romito
I’m a 95%IK/5%FK animator. I’ve found hard over the years to control and polish arcs with FK as I think about them as a 2d flowing line drawn on the viewers’ plane of view. I like to clean my arcs on 1′s and IK for me has its advantages except for long moving holds and drifting poses where it become a nightmare to polish. It’s in that case that FK calls.
Recently I’ve begun to use IK parenting, that is the property of the rig to have the IK handle stuck to different joints of the rig (shoulder, cog…). It’s a sort of hybrid conception that blends the advantages of both methods avoiding apparently the disadvantages. Unfortunately it has to be built in the setup. Otherwise I’d never use IK/FK blending over a lot of frames but I’d blend the transition over just 1 frame.
m2c…
Andrea
Mutahir Ariff
I would love to know more about arm alignment. I didn’t quite get your explanation.
Dr. Gordon
I appologize if I already did a post about this. I didnt think I did, but if I did, I will remove this one and do another.
-andrew
jim
Hey, no apologies! IK vs FK is an important topic and you obviously hear questions about it all the time.
Mutahir: Arm alignment is also known as space-switching. A good rig will enable you to change which body part the arms, head, etc. inherit rotations from — so if the arm is aligned to the world instead of the torso, it won’t rotate with the torso as it would in a traditional FK mode. As Andrew said, this gives you more control over your acting patterns because the keys you set on the arm are more directly affecting the spacing, arc, etc.
Jeremy Jutras
Andrew… Dr.Gordon,
I thank you for focusing on a topic that has been on my mind lately, given that the rigs I have been working with lately have the IK/FK switch SDK and also the blend between the two. I have been deciding on sticking with one, but a swap mid animation… I see the potential!
Kotaro
Hmm right now I am experimenting with IK. Usually I used FK but with one of my animations i realized i struggled a lot with it. Especially with the graph editor.
Sure you get free arcs with using FK, but for me its hard to make ease in and outs with it. And basically just a lot of technical difficulty
With my current animation I’m trying IK arms. Right now I am editing the splines so I’m not sure which one i like better. But so far I’m liking the IK because its easier to control the timing of it. But i still need to track some arcs
John Fielding
I’m just a student right now but when I first started animating I used IK just about everywhere because of the ability to place things where I wanted them when I wanted. The work then went to making the arcs work by offsetting the right keys. Now I’ve switched over and have started using primarily FK because it gets me to think about what each part of the body is doing to contribute to my pose. I found that using IK I wasn’t thinking about how the arm was getting there, just that it got there; with FK, I feel(hope) my movements will inherently have more physicality to them (something I’m focusing on in my current project).
Whether or not you wrote about it before, it’s a great topic and as a student I love hearing what you professionals think!
Matthew
I use IK (except for spine) because it allows me to pose the character where **I** want, not how the computer ‘wants’. I’m not looking for ‘freebies’, simply a tool that lets me generate inbetweeens that support the keys I set to sell a character’s personality, and emotional/thought processes. Computers calculate inbetween by ‘the numbers’, while I want inbetweens based on ‘shapes’ (derived from solid animation principles).
Computer ‘animation’ is rather a contradiction in terms- a computers can’t ‘calculate’ a semblance of life! As an animator I continually struggle with these stupid machines (because they render so well), patiently waiting until software HELPS ME create poses (inbetweens) that clarify my character’s organic qualities.
Matthew
Matt
I started with IK a long time ago when I first started using Blender. Now I use maya and have turned to a 95% FK and 5% IK user too. Thanks for talking about the alignment riggs, I also had never heard of them.I might venture to see more benefits of the IK for arms but so far even in a roll animation I just did FK wins it for me. The weight you can show in leans, pushes and pulls still is great in IK though.
Dan Scott
Interesting that a lot of people work the same as I do. I mainly use FK versus IK. Good topic Mr. Gordon. Keep the incite coming.
Jean
I’ve recently begun experimenting with doing more work in IK. It does have the advantage of tighter control on the arcs, however I still find FK to be more intuitive for drag and overlap.
Dave
I used to only use I.K., but then slowly started to experiment switching between I.K. and F.K, and now I wouldn’t do it any other way. As long as your able to make the smooth transitions between the 2 it really makes things a whole lot simpler. I do the same thing, use IK if my hand is planted on something, and FK for everything else.
As far as this being the 2nd time you’ve posted this, no worries, its good for the new readers. Plus review is never a bad thing for the rest of us. Keep it up!
Theresa Adolph
I’ve done some tests using both just to find out what I prefer. I agree that it all depends on the shot. Most the time I have found FK does the trick. I just recently discovered how helpful the align tool can be on the arms on this shot I’m working on of a guy sitting down in beach chair. I was having trouble positioning his root and getting the arms just right. By simply turning align on all my problems were taken care of.
I guess you just have to mess up a lot of shots until you discover for yourself a method that works the best.
Great topic.
Theresa Adolph
Oh and Dr. Gordon –
Don’t remove this post. As animators we are never done learning. Same goes for the aspiring animators, like myself.
T
Graham
I’m pretty much strictly FK unless a character is touching a table or something. However, just recently I’ve had to do a shot where the character is kneading his hands together. IK seems to be working better for me in this case. I’m just starting to polish it up so it remains to be seen if it becomes a hassle
Robin Mitra
Thanks for the article..I am a noob character animator. Can someone tell me or guide me to an article or something on how do I go about using the arm alignment/space switching thing in 3dsmax? I have no idea how to go about using it but it seems like a really handy thing…
Maulik
How about not thinking in terms of IK or FK? Have both together in one solution? Something like CharacterStudio Biped has, but more generalized solution.
Charpu
Hello guys,
I use Ik almost all the time.. I guess im just used to it.. but the reason why I like it is because in my head when I move my hand around I dont think about the rotations my arms have to do , I just translate my hand to the point I want it to be… so I do the same in animation, but it obiously needs a little more work sometimes to not make it look “IK” like you said.
Nice post!
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