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Universal IK FK Switch and Match Tool (PRO) 1.5.0 for Maya (maya script)

Match poses between IK/FK controls with any Rigg. Define and Store Controls in Node for faster use.

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  • 2017, 2016
Universal IK FK Switch and Match

This script lets you switch and match Poses between IK/FK controls in the animation scene.

Works for Riggs that don't have IK/FK match built in and requires only Standard FK controls and IK Pole Vector Setup.
The Controls are defined once and can be stored in Node for easy reuse throughout the animation.

1. Define Limb to work on
This always needs to be defined before loading/storing/switching
Sides are treated separately to not be restricted by naming convention

2. Define Ctrls necessary by selecting them and hit the << button
<< FK1: Upper arm
<< FK2: Lower arm
<< FK3: Hand
<< IK Ctrl: IK Hand
<< IK Pole:
<< Switch Ctrl: The ctrl that is used to switch between ik and fk mode
<< Switch Attr: The attribute that is dialed to switch.
It can be highlighted in the channel box and hit <<

Rotation Offset:
Some Riggs have different orientations in their IK and FK ctrls and joints.
This becomes obvious when running 'Match' and seeing a 90 degree offset in the wrist
Set the offset and run 'Match' again to align them
  • Match IK/FK: To switch over and match pose on current frame
  • Switch IK/FK: Simple switches between the modes (does not do any matching)
  • Select all IK or FK ctrls
PRO Version Additional Features:
  • Key all IK/FK controls on current frame
  • Bake IK/FK: Bake the entire frame range to ik or fk. Leaves source keys clean
  • Import/Export Store Nodes to file

import pymel.core as pm
import mog_ikFkSwitch as mog_ikFkSwitch

- Pole Vector Control is required and will not run if controlled with attribute
- Works only on Referenced Riggs

Future Improvements/Optimizations planned:
- Store rotation offset values
- Match/Bake for specified range
- Make script work/not error if there is no pole vector
- create nodes in Rigg files and look for Referenced Nodes on Load