2009
An IK solver places keyframes only on the IK goal or end effector, as opposed
to forward kinematics (or the non-solver IK methods), which place rotation
keyframes on the bones or hierarchical objects themselves.
Other IK Methods
In addition to the IK solvers, 3ds Max provides two non–solver methods of
inverse kinematic animation: Interactive IK and Applied IK. These IK methods
do not apply an IK solver.
NOTE These are older IK methods carried over from the earliest versions of the
software. It is generally recommended that IK Solvers be used in most cases rather
than Interactive or Applied IK.
■
Interactive IK on page 3459
Interactive IK gives you the ability to use IK manipulation on hierarchies
without applying an IK solver. You animate your IK structure by activating
Interactive IK (found in the IK panel of the Hierarchy panel and on the
Hierarchy toolbar) and manually animating the position of end effectors.
IK solutions are calculated only for the keyframes you set. All other motion
is interpolated as set by the object's controllers. Moving the end of the
chain simply adds rotational keys to the objects in the chain. The objects
can have joint limits assigned, for additional control. The chain can also
be terminated using the tools in the
Auto Termination rollout on page 3499.
■ Applied IK on page 3462
With Applied IK, you animate follow objects and the program calculates
the solution on every frame of a specified range. The IK solution is applied
as standard transform animation keys. Applied IK works with any linked
hierarchy of objects except for bones that use the HI Solver or the IK Limb
Solver. It can combine forward kinematics with inverse kinematics on the
same objects. You can apply it automatically to a range of frames, or
interactively to single frames.
Applied IK is fast and accurate, but it creates keys for every object in the
kinematic chain, on every frame. The large number of keys can make it
difficult to adjust the animation later. Use Applied IK repeatedly to adjust
the animation.
Inverse Kinematics (IK) | 3381