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Spline IK 473
TheIKLimbsolverworksnotonlywithbone
hierarchies, but with any linked hierarchy t hat has
at least three elements, a nd is set up to model a
human limb. The additional requirements are:
The first joint is "spherical." That is, it has three
degrees of freedom.
The second joint is "revolute," a robotics term
that means it is based on a pin and has one
degree of freedom.
The IK Limb solver uses the same controls as
the HI Solver, so it al lows for mixing periods
of forward and inverse kinematics in the same
animation period. It does not use the HD Solver
methods of damping , precedence, and setting joint
limits, instead it has a prefer red a ngle parameter,
swivel plane and IK/FK Enabling.
The IK Limb solver can be exported directly to a
game engine.
Pr ocedur es
To a pply a IK l imb solv er:
1.
Create a chain t hat has three bones.
2. Select the root of the chain.
3. From the Animation menu, choose IK Solvers
>IKLimbSolver.
4. In the viewport, move the mouse. You will see a
dotted line attached to the cursor as you move
the mouse.
5. Click the third b one in the chain, or any bone
after the third bone.
The IK Limb solver displays on the bone chain.
The IK Limb solver only affects two bones in
thechain,butyouneedtoselectthethirdbone
to put it on the other two bones.
To animate an IK limb solver chain:
1.
Apply the IK Limb solver to a two bone chain,
with joint limits as described abov e.
2. Select the goal.
3. Move or rotate the goal.
Interfa ce
The Interface for the IK Limb solver is identical
to that of the HI Solver.
Select the goa l at the end of the chain, and
open the Motion panel. Here you will see the
controls for the IK Limb solver. (The fourth is
available from the Hierarchy > IK panel when a
bone is selected.)
See also
IK Solver Rollout (HI Solver) (page 2–453)
IK Solver Properties Rollout (HI Solver) (page
2–456)
IK Display Options Rollout (HI Solver) (page
2–458)
Sliding and Rota tional Joints (HI Sol ver) (page
2–459)
Spline IK
Animation menu > IK Solvers > Spline IK Solver
Create panel > Systems > Bones > Cho ose SplineIKSolver
from the IK Solver list.
TheSplineIKsolverusesasplinetodetermine
the curvature of a series of bones or other linked
objects.