2009

How to Apply an IK Solver
You can apply an IK solver when you create a Bones system, or from the
Animation menu:
Bones creation on page 901
When you create bones, turning on the Assign to Children option lets you
apply an IK solver immediately. Default=Off.
You can apply the IK solver to a part of the skeleton using Animation menu
> IK Solver. You must select the node where you want the IK chain to start,
then choose Animation menu > IK Solvers and select the solver. Then click
the node where you want the chain to end. The chain will be created
between the pivot points of the two nodes. If you are using an IK Limb
Solver, the IK goal will be placed two bones down from the highest node
you've selected in the chain.
Where to Adjust the IK Solver
You adjust IK solver settings in the Motion and Hierarchy panels:
Motion panel on page 7663
When the goal of an IK chain is selected, the motion panel displays the
rollouts for the individual IK solver.
HI Solver
Motion panel parameters adjust the swivel angle on page 3397 of the solver
plane, to point the knees and elbows. Also, the controls in the IK Solver
rollout let you mix periods of IK with FK (forward kinematics) through the
Enabled button and the IK button.
HD Solver
Motion panel parameters assign, remove, and edit the end effector for the
currently selected joint. You can parent the end effector to another object,
and return the skeleton to an initial pose. Changing IK controller
parameters in the Motion panel affects the entire HD IK chain, even when
you've selected only a single bone.
IK Limb Solver
Motion panel parameters for the IK Limb solver are the same as for the HI
Solver.
Spline IK Solver
Motion panel parameters allow you to activate/deactivate the solver, adjust
the bones assigned to the start and end joints, adjust start and end twist
angles and make twist handle display settings.
Inverse Kinematics (IK) | 3389