8

Animating with the Spline IK Solver 455
To animate an IK limb solver chain:
1.
Apply the IK Limb solver to a two bone chain,
with joint limits as described above.
2. Select the goal.
3. Move or rotate the goal.
Inter face
The Interface for the IK Limb solver is identical
to that of the HI Solver.
Select the goal at the end of the chain, and
open the Motion panel. Here you will see the
controls for the IK Limb solver. (The fourth is
available from the Hierarchy > IK panel when a
bone is selected.)
See also
IK Solver Rollout (HI S olver) (page 2–435)
IK Solver Propert ies Rollout (HI Solver) (page
2–437)
IK Display O ptions Rollout (HI Solver) (page
2–439)
Sliding and Rotational Joints (HI Solver) (page
2–440)
Spline IK
Animating with the Spline IK
Solver
Animation menu > IK Solvers > Spline IK Solver
Create panel > Systems > Bones > Choose SplineIKSolver
from the IK Solver list.
TheSplineIKsolverusesasplinetodetermine
the curvature of a series of bones or other linked
objects.
The spline vertices can be moved and animated
to change the curvature of the spline. Usually,
a helper is placed at each vertex to assist in
animating the spline. The spline curvature i s then
passed on to the entire linked structure. The bones
themselves do not change shape.
Thenumberofsplineverticescanbefewerthan
the number of b ones. This provides the ease
of posing or animating a long multiple-bone
structure with just a few nodes, as opposed to
animating each bone individually.
SplineIKprovidesamoreflexibleanimation
system than other IK solvers. Vertices/helpers c an
be moved anywhere in 3D space, so the linked
structure can be shaped in any way.