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Size Controls the size of the manipulator's handle in viewports.
Length Controls the length of the manipulator in viewports.
IK Solver Display group
Controls the appearance of the IK Solver display, the line drawn between the
start and end joints. Turn this on when you have multiple chains that you
want to see at the same time.
Enabled Turns on or off the IK Solver display.
Sliding and Rotational Joints (HI Solver)
Create a bone chain. > Apply an HI Solver > Select any bone in the chain. >
Open the Hierarchy panel. > IK button
Here are the controls for setting the joint limits when using the HI Solver.
You can turn X, Y, or Z axes on or off, limit them, and set those limits here.
This is also where the preferred angle is defined, and adjusted. The preferred
angle defines the direction a chain will bend, which angle a chain will tend
to rotate toward.
NOTE Sliding joints are implemented in the HI Solver, but they do not take part
in an IK solution. They do, however, take part during FK interactive manipulation.
Use the HD Solver if you need to animate sliding joints with inverse kinematics.
Procedures
Example: To set the direction an IK chain will bend (preferred angle):
To understand setting the preferred angle it helps to use a simple example.
1 Go to Create panel > Systems and turn on Bones.
2 Turn on Assign to Children and make sure the HI Solver is displayed in
the Solver name field.
3 In the Top viewport, create a bone chain of four bones in a straight line
.
4 Turn on the Auto Key button, and move the time slider to frame 50.
5 Select and move the goal so it is close to the root node.
3418 | Chapter 15 Animation