IK versus FK and rig layers
In this section, we will look at the difference between IK and FK, as well as how to hide certain rig controls from the 3D Viewport. Let's get started!
IK versus FK
Before we start creating our walk cycle, let's quickly talk about IK and FK and their differences.
When IK is used, you can move a certain limb (for instance, the hand), and the parent bones, the forearm, and the upper arm will move accordingly, adjusting the elbow bend automatically in relation to the position of the hand. When using IK, the child limb will not be affected when the parent bones are moved or rotated. A good example would be the movement of a character's upper torso not affecting the position of its hand. This is useful if you want to animate the character's body without affecting a certain limb, such as the hand.
When FK is used, the child limb will follow the parent bones – for instance, when the upper torso of a character is animated,...