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460 Chapter 12: Animation
2.
Select any object in the chain.
3. On the Hierarchy panel > IK panel, open the
Rotational Joint rollout.
4. If you want to limit an axis, tur n on Active and
Limited, and set the va lues of From and To. T he
hierarchy wil l rotate in the viewport.
Tip: Pressing the From and To labels instantly
rotates the bone to those angles.
Inter face
Sliding Joints rollout
X, Y, Z Axis groups
Active—Activatesanaxis(X/Y/Z).Allowsthe
selected object to slide on the activated axis.
Limited—Limits the range of motion allowed on an
active axis. Use in conjunction with the From and
To spinners. Most joints are limited in their range
of motion along an active axis. For example, a
piston slides only within the length of its cylinder.
From an d To s pinners Determine for position
limits. Use in conjunction with the Limited
function. Clicking the labels From and To moves
the object to its limit position. Use this to check
the sliding limits on an object.
Rotational Joints rollout
X, Y, Z Axis groups
Active—Activatesanaxis(X/Y/Z).Allowsthe
selected object to rotate about the activated axis.
Limited—Limits the range of rotation allowed on
an active axis. Use in conjunction with the From
and To spinners. Most joints are limited in their
range of rotation along an active axis. For example,
a wheel rotating around an axle could be limited to
rotate around only one axis.
From and To S pinner s—Determine for rotat ion
limits. Use in conjunction with t he Limited
func tion. Clicking the labels From and To rotates
the object to its limit rotation. Use this to check
the rotation limits on an object.
Prefer r ed Angle— Used by the HI Solver to set the
initial pose for internal calculations. Determines
the direction of rotation preferred by a bone.