8

456 Chapter 12: Animation
A helper object is automat ically placed at each
vertex when Spline IK is assigned. Each vertex is
linked to its corresponding helper, so a vertex can
be moved by moving the helper.
UnliketheHISolver,theSplineIKsystemdoes
not use a goal. The positions of helpers/vertices
in 3D space is the only factor that determines the
shape of the linked str ucture.
Note: MovingtheSplineIKhelperstocurlthe
spline can sometimes cause b ones to rotate or
flip unexpectedly. If this happens, you can try
choosing a different upnode object with the IK
chain’s Pick Upnode option in the IK Solver
Properties rollout (see
Spline IK Solver Rollouts
(page 2–461)
), or use a different IK method for
your hierarchy.
Apply ing a Spli ne I K Solv er
TheSplineIKsolvercanbeappliedatthetime
bones are created, or after the bone structure has
already been made.
To apply a spline IK solver when bones are created:
1.
Choose Create panel > Systems > Bones.
2. In the IK Chain Assignment rollout, choose
SplineIKSolver, and check Assign to Children
and Assign to Root.
3. Drawthebonestructureasusual.Whenyou
right-click to end the bone creation process, the
Spline IK Solver dialog (page 2–459)
appears.
Set parameters and click OK.