8

436 Chapter 12: Animation
Pr ocedur es
To turn off IK on a chain:
1.
SelectthegoalofachainwithanHISolver.
2. In the Motion panel IK Solver rollout, turn off
Enabled.
IK is now off, so you can select and rotate any
of the objects in t he chain. Turning IK on and
off is animatable using the Auto Key button.
To mix I K a nd f or war d ki nematics (F K ) i n a si ngle
animation track:
1.
ApplyanHIIKSolvertoahierarchyorbone
system.
2. Turn on the Auto Key button and move the
time slider ahead in time.
3. Select the goal of the IK Chain, and open the
Motion panel.
4. Select and move the goa l to animate the IK
chain with Inverse Kinematics.
5. Advance the time slider again.
6. In the IK Solver Rollout, turn off Enabled and
IK for FK Pose.
7. Select and rotate the root. The entire hierarchy
rotates freely. You are now adding keyframes
using forward kinematics.
To ma tch the goal and the end effector pos itions:
1.
If the goal and end effector b ecome sep arated,
click IK/FK Snap and the goal will move to
match the end link of the chain.
2. If AutoSnap is turned on, clicking the goal
will automatically perform the snap action,
matching the goal and end effec tor positions.
Interfa ce
IK Solver group
The items in this group provide the abilit y to set
the start and end points of the selected HI IK
solver chain. There are also controls in this rollout
that allow you to use IK manipulation to create
forward kinematic rotational keyframes on the
hierarchy objects, and there are buttons to align
thegoalandtheendeffector.
Solv er fi eld—Allows selection of IK Solver. Choose
between the HI IK Solver and the IK Limb S olver
here. Any HI IK plug-in solver present at startup
will appear in this list, as well.
Enabled—Turns IK control of the chain on and off.
The HI IK Controller has an FK subcontroller.
When Enabled is selected, the FK subcontroller
values are overwritten by the IK controller. When