2009
With this method, the position constraint is not automatically assigned
to the root bone, so it must be assigned manually.
6 Select the root bone. Choose Animation menu > Constraints > Path
Constraint, and then click the spline.
This moves the bone structure to the spline, if they're apart, and creates
a Position List controller for the bone with the Path Constraint as the
second (active) constraint.
NOTE This also animates the bones along the path. If you don't want this,
delete the second animation key.
Working with the Spline IK Solver
To use the Spline IK Solver, move the helpers to shape the spline. Do not move
the spline. The shape of the spline is determined by the positions of the
vertices, so moving the spline itself has no effect on the bone structure. If the
spline is moved, it will snap back to the helpers the next time a helper is
moved. However, it is recommended that you not move the spline at all.
Once you have finished setting up the spline IK solver, it can be helpful to
freeze the spline to avoid accidentally moving it.
Moving helpers changes the shape of the spline. To twist the spline, select the
spline IK chain object and go to the Motion panel to change twist angles in
the IK Solver Properties rollout.
See also:
■
Spline IK Solver Rollouts on page 3455
Spline IK Solver Dialog
Create menu > Systems > Bones > Choose SplineIKSolver as IK Solver and turn
on Assign To Children. > Create bone structure.
The Spline IK Solver dialog appears after bone creation if the Spline IK Solver
has been selected as the IK solver and Assign To Children is turned on.
3452 | Chapter 15 Animation