2009

move along with the character. To have hands follow the root object, link
the end effectors of the hands to the root object.
Linking Bones to Follow Objects
You can also use follow objects instead of end effectors and bind bones to any
number of follow objects using Interactive IK.
If you use follow objects with HD IK, you do not need to click Apply IK. The
IK solver takes care of everything automatically.
See also:
Inverse Kinematics Rollout on page 3497
Binding Objects (HD Solver)
Use the
binding functions on page 3487 in the HD Solver to cause an object to
attempt to maintain its position and orientation relative to the world or to
another object. A bound object will resist motion in the kinematic chain until
the chain is stretched near its limits and the bound object must move to
complete the IK solution.
In the top row, the ball is
independent of the lamp. In the
bottom row, the lamp head is
bound to the ball's position.
Setting Binding Options
You can bind an object by position, orientation, or both. Once an object is
bound you can set binding axes, weight, and whether the binding is absolute
or relative.
Inverse Kinematics (IK) | 3423