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418 Chapter 12: Animation
These control objects can be linked together as
well, or they can be cont rolled with constraints.
You can also use parameter w iring to build
relationships between these cont rol objects.
You can wire control objects to
manipulator
helpers (page 2–26)
or to
custom attributes (page
1–124)
, creating an easily accessible interface for
your animatable model.
You can add further controls to manipulate the
elements in the middle of the chain.
Note: In the
HI Solver (page 2–427)
,the
swivel
angle (page 2–430)
has its own manipulator, which
canbeanimatedorlinkedtoanothertargetobject.
Dif fer ences Between For war d and
Inverse K inematics
Forward kinematics uses a top-down method,
where you begin by positioning and rotating
parent objects and work down the hierarchy
positioning and rotating each child object.
Basic princ iples of forward kinematics include:
• Hierarchical linking from parent to child.
• Pivot points defining joints between objects.
• Children inheriting the transforms of their
parents.
These principles are fairly forgiving. As long as
everything is lin ked together and the pivots are
located at joint locations, you can successfully
animate the structure.
Inversekinematics(IK)usesagoal-directed
method, w here you position a goal object and the
program calculates the position and orientation
of the end of the chain. The final position of the
hierarchy, after all of the calculations ha v e been
solved, is called the IK solution. There are a variet y
of IK solvers that can be applied to a hierarchy.
Inverse kinematics starts with linking and pivot
placement as its foundation and then adds the
following principles:
• Jointscanbelimitedwithspecificpositional
and rotational properties.
• Position and orientation of parent objects are
determined b y the position and orientation of
child objects.
Because of these additions, IK requires greater
thought about how you link your objects and place
pivots. Where many different solutions for linking
objects may be suitable for forward kinematics,
there are usually just a few good solutions for any
given IK approach.
Inverse kinematics is often easier to use than
forward kinematics, and you can quickly create
complex motions. If you need to edit those
motions later, it can be simpler to rev ise the
animation if you are using IK. It also is the best
waytosimulateweightinananimation.
See also
Inverse K inematics Methods (page 2–420)
IK Solvers (page 2–421)
IK Terminolog y (page 2–418)
Bones System (page 1–381)
Using Objects as Bones (page 1–387)
IK Terminology
Using inverse kinematics requires that you set
parameters for a number of IK components. Brief
definitions of these components follow; details are
provided in other topics.
Note: 3ds Max offers a variety of inverse kinematics
systems. There are four kinds of IK solvers, plus
appliedIKandinteractiveIKsystemsthatdon’t