2009
IK Limb Solver
The IK Limb solver is specifically meant for animating the limbs of human
characters; for example, the hip to the ankle, or the shoulder to the wrist.
Each IK Limb solver affects only two bones in a chain, but multiple solvers
can be applied to different parts of the same chain. It is an analytical solver
that is very fast and accurate in viewports.
To use the IK Limb solver, a bones system must have at least three bones in
the chain. The goal is placed at the pivot point of the bone that is two bones
away from the first selected bone.
The IK Limb solver works not only with bone hierarchies, but with any linked
hierarchy that has at least three elements, and is set up to model a human
limb. The additional requirements are:
■ The first joint is "spherical." That is, it has three degrees of freedom.
■ The second joint is "revolute," a robotics term that means it is based on a
pin and has one degree of freedom.
The IK Limb solver uses the same controls as the HI Solver, so it allows for
mixing periods of forward and inverse kinematics in the same animation
period. It does not use the HD Solver methods of damping, precedence, and
setting joint limits, instead it has a preferred angle parameter, swivel plane
and IK/FK Enabling.
The IK Limb solver can be exported directly to a game engine.
See also:
■
IK Solver Rollout (HI Solver) on page 3407
■ IK Solver Properties Rollout (HI Solver) on page 3412
■ IK Display Options Rollout (HI Solver) on page 3416
■ Sliding and Rotational Joints (HI Solver) on page 3418
Procedures
To apply a IK limb solver:
1 Create a chain that has three bones.
2 Select the root of the chain.
3444 | Chapter 15 Animation