2009

IK Blend Determines how the software mixes forward kinematics and inverse
kinematics to interpolate an intermediate position. An example of forward
kinematics is moving the arm to control the hand. An example of inverse
kinematics is moving the hand to control the arm.
Activates when a biped arm or leg (hand and foot) key is current.
0 with
Body on page 4375 chosen is normal biped space (forward kinematics).
1 with
Body on page 4375 chosen is inverse kinematics, which creates more
straight-line motion between biped keys.
1 with
Object on page 4375 chosen, but no IK Object specified on page 4376,
puts the limb fully into world space.
1 with
Object on page 4375 chosen and an IK Object specified on page 4376
puts the biped limb into the coordinate space of the selected object; the
biped limb follows the specified object.
Ankle Tension Adjusts the precedence of the ankle joint over the knee joint.
When set to 0, the knee takes precedence. When set to 1, the ankle takes
precedence.
This effect is only visible between keyframes.
Select Pivot Activate to designate pivots around which the biped hands and
feet should rotate. After clicking a pivot in the viewports, turn off Select Pivot
and then rotate the hand or foot.
TIP For better accuracy in setting pivots, use the Pivot Selection dialog (see
following).
Pivot Selection Dialog Opens a small dialog that shows the current pivot
for the selected limb on the limb's respective hand or foot, and lets you change
it. When the chart is green (or blue) and red, indicating that you're on an IK
4374 | Chapter 17 character studio