8

480 Chapter 12: Animation
Interactive and Applied IK
Rollouts
Inverse K inematics Rollout
Make a selection. > Hierarchy panel > IK > Inverse
Kinematics rollout
The Inverse Kinematics rollout displays different
controls based on IK Solvers applied to the selected
hierarchy. IK Solvers are applied to the hierarchies
using the Animation menu.
When an HD IK Solver is applied to an IK chain
the Inverse Kinematics rollout displays the controls
described below.
The Inverse Kinematics rollout provides controls
for interactive and applied IK, as well as the
controls for the HD Solver (history dependent).
UseApplyIKtocalculateanIKsolutionand
generate Transform keys (move, rotate) for all
objects in an IK chain (the IK chain must include a
follow object). By default, k eys are created at every
frame.
Applied IK requires that one or more parts of
your IK st ructure be bound to animated follow
objects. Once bound, you can select any object
in your k inematic chain and click the Apply IK
button.
TheApplyIKmethodofanimationworksbest
when you want objects in the kinematic chain
to match the motions of other objects exactly.
An example of this would be a mechanical
connection that should always appear to be
attached to the follow object.
Pr ocedur es
To use interactive IK:
1.
Build a hierarchy of objects.
If you want to u se Bones, be sure Assign to
Children is not act ive w hen you create the
Bones.
2. Selecttheendofthechain.
3. Go to the Hierarchy panel > IK button.
4. Scroll up to the Inverse Kinematics Rollout
5. Click Interactive IK.
6. Advancethetimesliderandmovetheendof
the chain.
7. Turn off Interactive IK when you want to do
forward kinematics.
To use applied IK :
1.
Add an HD Solver to your hierarchy .
2. Bind objects in your IK structure to follow
objects.
3. Animate the follow objects.
4. Select any object in the IK structure.
5. Click IK in the Hierarchy panel and expand the
Inverse Kinematics rollout.
6. Click Apply IK.
Tip: Be sure your Start Frame and End frames
match the length of your animation.
Interfa ce