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4 Click where you want the IK chain to end.
If you are using the IK Limb Solver, you must apply the IK Solver to
control only two bones.
The IK solver appears in the viewport.
To create a bones hierarchy that uses an IK solver:
1
Go to the Create panel, choose Systems, and click Bones.
2 On the IK Chain Assignment rollout, choose an IK solver from the list.
3 Turn on Assign To Children.
4 Click and drag in a viewport to create the bones. Right-click to stop bone
creation.
The bones are created with the IK solver already applied.
NOTE If you use the Spline IK Solver, a Spline IK Solver dialog will open where
you can make special settings for the spline and helpers used by the Spline
IK solver.
To display a hierarchy of objects as bones:
1 Select the hierarchy of objects in the viewport.
2 From the Animation menu > Character submenu, choose Bone Tools.
This Opens the bone Tools dialog.
3 Expand the Object Properties rollout.
4 In the Bone Properties group, turn on Bone On.
5 On the Display panel, scroll down to Link Display and expand it.
6 On the Link Display rollout, turn on Display Links, and Link Replaces
Object.
The objects disappear and the links are displayed as bones.
Inverse Kinematics (IK) | 3391