well here’s one observation/tip.
dunno if I’m right or wrong, but it seems that ik joints deform better if you pre-bend them in the model slightly in the required direction. I’m thinking of elbows and knees here. So starting with a model that has pre-bent knees and elbows seems tome better than straight ones.
Feel free to jump on me for this.
Right you are. Without a prebend, your joints will wobble all over the place. Also, make sure that you do ALL of your setup in edit mode, not pose mode. In other words, get the armatures to match the mesh before you even TOUCH pose mode.
I was able to fix knees a bit, but elbows are killing me.
In what way? is it having a control setup to ‘place’ them where you want them, or are they wobbling, ‘poping’ or bending the wrong way?
fyi quite a few people prefer to animate legs ik and arms fk, or to animate arms fk except for certain situations (character holding on to something stationary and moving- like a prisoner trying to shake the bars loose- this would need to be ik)
some softwares allow for ik-fk blending- I wonder if you can do that in 2.25? something to check when I get home.
Also, if you’re having trouble making a reset stick, it may be because you have some keys set. Always remember to do a “baseline” unkeyed keyframe in posemode so you have quick access to the original bone orientations. One of the cool things about the Actions window is that you can move action keys to the LEFT of frame 1, giving you the ability to store keysframe information (like your base pose) even if you’re not using it in your anim.