I do the same classic method of 3 joint setup (bind, IK, FK). However...
what you could try is putting a spline IK over the top of that 'middle' joint chain (so your spline IK still has IK/FK) You'd then setup some clusters etc on your spline IK, bind your mesh to that IK (not the middle joint constrained between the IK and FK)
I got confused with your suggestion
So basically you have 4 chains (Bind chain, FK, IK, IK spline) Or do u mean that i shud add the spline ik to the bind chain?
This is how far I've got with my test: http://galeon.com/rvg/bendarm_test.avi
The red locator has got the IK/FK blend attribute. The first part of the vid shows the ik control being used (yellow locator is polevector). Then is swaps to FK controls. The circles that stay on both modes are nurbs control curves for the rivets to deform the mesh. The red line underneath the mesh is the bind joint.
You will notice several problems:
- shoulder moves all over the place (don't know if its a skin weighting issue or if it's because i bound it to the wrong joint chain)
- The FK shoulder control does not work (when you rotate from the shoulder with an FK shoulder control, it should rotate the entire arm...but my shoulder fk control doesn't work at all even after doing all the constrain and parenting stuff) This is again most likely gonna be becasue of the wrong chain being binded to the mesh
- there's something wrong with the stretchyness....when i pull out the IK and it starts to stretch, the elbow is slightly bended on a weird angle, and not fully straight. Moving the IK polevector doesn't seem to solve this neither.
There might be even more problems
This is how the outliner looks :
Hope I'm on the right path...