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3 From the Animation menu, choose IK Solvers > IK Limb Solver.
4 In the viewport, move the mouse. You will see a dotted line attached to
the cursor as you move the mouse.
5 Click the third bone in the chain, or any bone after the third bone.
The IK Limb solver displays on the bone chain. The IK Limb solver only
affects two bones in the chain, but you need to select the third bone to
put it on the other two bones.
To animate an IK limb solver chain:
1 Apply the IK Limb solver to a two bone chain, with joint limits as
described above.
2 Select the goal.
3 Move or rotate the goal.
Interface
The Interface for the IK Limb solver is identical to that of the HI Solver.
Select the goal at the end of the chain, and open the Motion panel.
Here you will see the controls for the IK Limb solver. (The fourth is available
from the Hierarchy > IK panel when a bone is selected.)
Spline IK
Animation menu > IK Solvers > Spline IK Solver
Create panel > Systems > Bones > Choose SplineIKSolver from the IK Solver
list.
The Spline IK solver uses a spline to determine the curvature of a series of
bones or other linked objects.
Inverse Kinematics (IK) | 3445