2009

Position and orientation of parent objects are determined by the position
and orientation of child objects.
Because of these additions, IK requires greater thought about how you link
your objects and place pivots. Where many different solutions for linking
objects may be suitable for forward kinematics, there are usually just a few
good solutions for any given IK approach.
Inverse kinematics is often easier to use than forward kinematics, and you can
quickly create complex motions. If you need to edit those motions later, it
can be simpler to revise the animation if you are using IK. It also is the best
way to simulate weight in an animation.
See also:
Inverse Kinematics Methods on page 3380
IK Solvers on page 3382
IK Terminology on page 3377
Linking Strategy on page 3335
Bones System on page 901
Using Objects as Bones on page 913
IK Terminology
Using inverse kinematics requires that you set parameters for a number of IK
components. Brief definitions of these components follow; details are provided
in other topics.
NOTE 3ds Max offers a variety of inverse kinematics systems. There are four kinds
of IK solvers, plus applied IK and interactive IK systems that don't use IK solvers.
Not all of the following parameters are used by all the systems.
IK Solvers An IK solver applies an IK solution to a kinematic chain. The
kinematic chain is composed of a bones system, or a set of linked objects.
Inverse Kinematics (IK) | 3377