2009

Solver field Allows selection of IK Solver. Choose between the HI IK Solver
and the IK Limb Solver here. Any HI IK plug-in solver present at startup will
appear in this list, as well.
Enabled Turns IK control of the chain on and off.
The HI IK Controller has an FK subcontroller. When Enabled is selected, the
FK subcontroller values are overwritten by the IK controller. When Enabled
is turned off, the FK values are used. You can animate Enabled On and Off.
Use this to turn off the chain control by the goal, when you want to do forward
rotations.
IK for FK Pose Lets you turn on IK in middle of FK manipulation. When
Enabled is off and IK for FK Pose is on, moving the goal will turn on IK
automatically in the middle of an FK manipulation. The result of this is that
all the FK subcontrollers receive values from the IK solution. Keys are placed
on the hierarchy objects or the bones, not on the goal. When both Enabled
and IK for FK Pose are turned off, moving the goal does not affect the chain
at all.
IK/FK Snap Performs an IK snap when in FK mode, and an FK snap in IK
mode.
IK Snap If the goal has moved away from the end of the chain, clicking IK/FK
Snap moves the goal to coincide with the end link position.
FK Snap The values of FK subcontrollers are suppressed by the solution of IK
when IK is on (Enabled is on). Their values don't always correspond to the
current pose of the chain. If you turn off Enabled, the values of FK
subcontrollers will suddenly take over. This can cause the chain to jump. FK
Snap, before Enabled is turned on, forces the FK subcontrollers to assume
values from the current pose (which is determined by the IK.) This eliminates
the jump in the chain's animation.
Auto Snap When Auto Snap is on, the software automatically applies an IK/FK
snap before you turn Enabled on or off. If Auto Snap is not on, you need to
click IK/FK Snap before toggling Enabled, otherwise the chain will jump.
Preferred Angles group
Set As Pref Angles Sets the preferred angle for each bone in the HI IK chain.
The current parent-space rotation of each bone is placed into its X, Y, and Z
Preferred Angle rotation channels as seen in the Rotational Joint rollout of
the Hierarchy|IK panel. This is useful for establishing a perfect
match frame
on page 8037 when transitioning between forward and inverse kinematics.
Inverse Kinematics (IK) | 3411