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HD Solver Motion Panel Rollouts 465
to generate the IK solution without altering the
initial state. Activate this when you want to avoid
accidentally selecting and transforming joints that
are not assigned end effectors. When Show Initial
State is selected, Lo ck Initial State is ignored.
Update group
The options in this group determine how the IK
calculation is solved during the transformation of
the end effector.
Precise—Solves the entire chain precisely for al l
frames from the Start time to the current time.
When you release the mouse button, the chain will
not move. Since all frames must be solved from
Start to current time, the solution takes longer if
the c urrent frame is 1000 rather than 100.
Fast—Solves the chain only for the current frame
whilethemouseismoved.Releasingthemouse
button solves for all f r ames. A lthough this is
faster than Precise, sometimes the current-frame
solution differs slightly from the all-frame
sol ution. As a result, when you release the mouse,
the objects in the chain might shif t a bit.
Manual—With this option, the IK problem is not
solved until you click Update.
Update—With Manual on, click to solve the IK
solution.
Display Joints group
The options here affect the display of the joint
axes and limits. When a rotational or sliding
joint is active (Active is selected in the Sliding
or Rotational Joints rollouts in Hierarchy > IK
panels), an orange "rod" appears representing the
active ax is. When the joint is a lso limited, a pair
of small orange squares appears, representing the
From and To limits of the joint. If it’s a sliding
joint, the squares are positioned on the axis rod. If
it’s a rotational joint, the squares are at the ends of
an orange arc.
Always—Displays the axis rod and joint limits for
all joints in the chain at all ti mes.
When S elected—Displays the axis rod and joint
limits only on selected joints.
Tip: The joint icons can be difficult to see when the
bones are linked to mesh objects. When animating
a bone-based hierarchy, you can hide all of the
objectsanddisplayandanimateonlythebones,
which makes the joint icons more visible. This is
easily done by hiding geometry by category in the
Display branch.
End Effectors group
With the options in this group, you can add or
delete Position or Rotation end effectors for any
joint. Options affect only the currently selected
joint. An end effector is t he object that the IK chain
follows to come to a solution. There are two types
of end effectors: Position and Rotation. Both are