2009
■ Hierarchy panel on page 7661
HI Solver
When a bone is selected, the IK panel displays controls to activate and
limit the rotational joints, and set a preferred angle for the joints. The
preferred-angle poses of all the joints help control the direction of rotation
of the limbs. When a goal is selected, the IK panel is blank.
HD Solver
Select the end effector of an HD IK chain. In the Hierarchy panel, click IK.
The controls that appear affect the HD Solver. You will also find the tools
to bind to follow objects, and set precedence and joint limits, damping
and spring back.
IK Limb Solver
When a bone is selected, the IK panel displays controls to activate and
limit the rotational joints, and set a preferred angle for the joints. The
preferred-angle poses of all the joints help control the direction of rotation
of the limbs. When a goal is selected, the IK panel is blank. If you select a
bone before applying an IK Solver, a different set of sliding and rotational
joint parameters will be displayed, but these will be replaced once an IK
Solver is applied.
Spline IK Solver
Select the spline of an Spline IK chain. In the Hierarchy panel, click IK.
The controls that appear affect the Spline IK Solver. You will also find the
tools to bind to follow objects, and set precedence and joint limits, damping
and spring back. The controls in the IK panel are similar to the HD Solver.
Procedures
To add an IK solver to a hierarchy or bones system:
1 Create a bones system or any other linked hierarchy of objects.
2 Select a bone or an object where you'd like the IK chain to start.
3 Choose Animation menu > IK Solver, and then choose the IK solver:
■ HI Solver for character animation
■ HD Solver for mechanical assemblages with sliding joints
■ IK Limb Solver for two-bone chains
■ Spline IK Solver for improved control of intricate, multiple-bone
structures
3390 | Chapter 15 Animation