8

Hierarchy Panel Commands 469
You can also view joint lim its in the viewport by
pressing and holding the mouse button on the
From or To label of a limit field. The object will
move or rotate to the limit value until y ou release
the mouse button.
Limiting R otational Joints
Limits for a rotational joint define how far the
object can rotate about its parent’s axes. The
values in the From and To fields represent the
rotation angle about the active axis measured from
0 degrees on the parent object.
For example, an elbow joint rotates the forearm
with respect to the upper arm. In the figure the
limits on X axis rotation are from 0 to 135 degrees.
The Y, Z axes are inactive because an elbow joint
rotates about a single axis.
Limi ting Sl idi ng Joints
Limits for a sliding joint define how far a joint
can move along its parent’s axes. The values in
the From and To fields represent a distance for
movement along the active axis measured from
the pivot point of the parent to the pivot point of
the selected object.
For example, a sliding joint on a piston moves the
piston in and out of the cylinder. In the figure,
the limits on Z axis movement are f rom 10 to 9 0.
This prevents the piston from hitting the bottom
or moving past the end of the cylinder.
Limiting Path and S ur face Joints
Limitsforpathandsurfacejointsdefinehowfar
along the path or surface an object can move.
ThevaluesintheFromandTofieldsrepresenta
percentage of the total distance measured along
the path or sur face.
For example, a path joint for a house key moves the
key along a key ring. Setting the limits on the path
joint at 5% to 95% prevents the key from traveling
along the ring where the fob is attached.
See also
Sliding and Rotational Joints (HI Solver) (page
2–440)
Hierarchy Panel Commands
Once you have set up a hierarchy using the
Select
and Link command (page 2–404)
or a system such
as
Bones (page 1–381)
, you can m anage it using
the Hierarchy panel. This command panel has
three tabs:
Pivot (page 2–470)
IK (page 2–473)
Link Info (page 2–481)
YouusethePivottabtoadjustthepivotpoints
of objects in the hierarchy. You use the IK tab
to manage the behavior of inverse kin ematics
(IK).YouusetheLinkInfotabtoapplylocksor
inherita nce to movement within the hierarchy.
See also
Hierarchies and Kinematics (page 2–398)
Inverse Kinematics (IK) (page 2–417)
IK Terminolog y (page 2–418)
Animating with Interactive IK (p age 2–462)
Animating with Applied IK (page 2–464)
Animating with the HD IK S olver (page 2–442)
Animating with the HI IK Solver (page 2–427)
Animating with the IK Limb Solver (page 2–454)
Animating with the Spline IK Solver (page 2–455)