2008

Inverse kinematics is often easier to use than forward kinematics and you can
quickly create complex motions. However, you sacrifice some of your control
to the automation of the IK functions.
Inverse Kinematics (Biped)
When you work with a
biped on page 4069 , you can use inverse kinematics
(IK) by moving the hands or feet in
freeform animation on page 7792 . For
example, you can position an arm by moving the hand.
A biped has three inverse kinematics parameters that you can vary during the
limb's motion by setting them at each key of the arm and leg tracks. As the
limb moves through each key:
IK Blend Sets the motion interpolation to be a blend of forward and
inverse kinematics. This will allow you to blend swinging motions with
directed hand or foot motions. The default is 0.0, or full forward kinematics.
Body or Object Determines the
reference coordinate space on page 7747
of the IK path. This allows you to move the IK path with your character's
body, or temporarily attach a hand or foot to follow another object or be
attached to world space. The default is Body.
Join to Previous IK Key Determines if the key should be part of the
previous key (with the same reference position as the previous key).
These controls are in the IK section of the
Key Info rollout on page 4288 .
Glossary | 7821