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0 if you find the movement of spine links is affecting the biped's hip
movements in an undesirable way.
Animating IK Attachments
A biped can interact with other objects in the 3ds Max scene. Links between
objects are usually static, unless you're using the Link controller. In character
studio, such attachments are "animatable" as well; during the course of an
animation, the links between the hands, feet, and objects in the scene can
change as your character interacts with them.
This capability is useful for:
■ Creating freeform motions (without footsteps and gravity) that require
that feet or hands be planted with IK, and then released. Examples are
climbing a ladder, riding a bike, or rowing a boat.
■ Motions that involve the temporary manipulation of objects, such as
bouncing or kicking a ball, opening a door, or touching another biped.
An object to which a hand or foot can be attached is called an IK object. See
the tutorial “Interacting with Objects” for lessons that show you how to make
a biped iron clothing, ride a skateboard, bounce a basketball, climb a ladder,
and pick up a briefcase.
Procedures
To make a hand or foot follow an object:
1 Create the object for the hand or foot to follow.
2 Select the biped's hand or foot.
TIP You can select any part of the biped's arm to set keys for the hand, or
any part of the leg to set keys for the foot.
3 In the Key Info rollout on page 4367, expand the IK divider to see the IK
section of the rollout.
4
Click Set Key.
4278 | Chapter 17 character studio