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To specify a spline after the spline IK solver is applied:
You can also apply a Spline IK solver to an existing bone structure without
selecting a spline, then choose the spline later.
1 Create a bone structure without an IK chain.
2 Select the bone or object where you want to the solver to start.
3 Choose Animation menu > IK Solvers > Spline IK Solver. In the viewport,
move the cursor to the bone or object where you want the chain to end
and click that bone. Then right-click in the viewport to end the IK solver
creation without choosing a spline.
4 Create a spline or NURBS curve to be used with the Spline IK system. It
is recommended that you apply the
Spline IK Control modifier on page
1741 to it and then click Create Helpers to place helpers at each vertex,
making the spline easier to control.
5 Select the IK chain cross hairs and access the Motion panel. On the Spline
IK Solver rollout, click Pick Shape and click the spline.
Inverse Kinematics (IK) | 3451