9
IK Solvers 445
the limbs. When a goal is selected, the IK panel
is blank.
HD S olver —Select the end effector of an HD IK
chain. In the Hierarchy panel, click IK. The
controls that appear affect the HD Solver. You
will also find the tools to bind to follow objects,
and set precedence and joint limits, damping
and spring back.
IK Limb Solver—When a bone is selected, the IK
panel displays controls to activa te and limit the
rotational joints, and set a preferred angle for
thejoints.Thepreferred-angleposesofallthe
joints help control the direction of rotation of
the limbs. When a goal is selected, the IK panel
is blank. If you select a bone before applying
an IK Solver, a different set of sliding and
rotational joint parameters will be displayed,
but these will be replaced once an IK Solver is
applied.
Spline IK S olver—SelectthesplineofanSpline
IK chain. In the Hierarchy panel, click IK. The
con trols that appear affect the Spline IK Solver.
Youwillalsofindthetoolstobindtofollow
objects, and set precedence and joint limits,
damping and spring back. The cont rols in the
IK panel are similar to the HD Solver.
Pr ocedur es
To add a n I K solver to a hi era rchy or bones s ystem:
1.
Create a b ones system or any other linked
hierarchy of objects.
2. Selectaboneoranobjectwhereyou’dlikethe
IK chain to start.
3. Choose Ani mation menu > IK Solver, and then
choose the IK solver:
• HISolverforcharacteranimation
• HD Solver for mechanical assemblages with
sliding joints
• IK Limb Solver for two-bone chains
• Spline IK Solver for improved control of
intricate, multiple-bone structures
4. Click where you want the IK chain to end.
If you are using the IK Limb Solver, you must
applytheIKSolvertocontrolonlytwobones.
The IK s olver appears in the v iewp ort.
To create a bones hiera rchy that uses an I K s olver :
1.
GototheCreatepanel,choose
Systems, and click Bones.
2. On t he IK Chain Assig nment rollout, choose an
IK s olver from the list.
3. Tu r n on As sig n To Children .
4. Click and drag in a viewport to create the
bones. Right-click to stop bone creation.
The bones are created w ith the IK s olver already
applied.
Note: IfyouusetheSplineIKSolver,aSpline
IK Solver dialog will open where you can make
special settings for the spline and helpers used
by the Spline IK solver.
Todisplayahierarchyofobjectsasbones:
1.
Select the hierarchy of objects in the viewport.
2. From the Animation menu > Character
submenu , choose Bone Tools.
This Opens the bone Tools dialog.
3. Expa nd the Object Properties rollout.
4. In the Bone Properties group, turn on Bone On.
5. On the Display panel, scroll down to Link
Display and expand it.
6. On the Link Display rollout, turn on Display
Links, and Link Replaces Objec t.
The objects disappear and the links are
displayed as bones.