8

Animating with the Spline IK Solver 457
This procedure automatically draws the spline
based on your dialog selections and sets
uptheSplineIKsystemtoworkwiththe
spline. A position constraint is automatically
assigned to the root bone to constraint it to the
helper/vertex at that end of the spline.
To apply a S pline IK solver to an ex isting bone
structure:
1.
Create a bone structure w ithout an IK chain.
2. DrawasplineorNURBScurvetobeusedby
thebones.Thesplinecanhaveanylengthor
shape, and does not have to match the length or
shape of the bone structure. You can also apply
a
Spline IK Control modifier (page 1–820)
to
thesplinetocreateahelperateachvertex,
which makes the spline easier to control.
3. Selecttheboneorobjectwhereyouwanttothe
solver to start.
4. Choose Animation menu > IK Solvers > Spline
IK Solver. In the viewpor t, move the cursor to
theboneorobjectwhereyouwantthechainto
end and click that bone. Then move the cursor
to the spline and click it.
Thebonestructurejumpstothesplineand
takes its shape, and a help er is created on the
spline at each vertex. A position constraint
is automatically assigned to the root bone to
constraint it to the helper/vertex at that end of
the s pline.