2009
Size Sets the size of the IK goal. Default=30.0.
IK Solver Display group
Enabled Turns on the display of the IK chain object. Default=off.
Interactive and Applied IK
Animating with Interactive IK
Select the end of a hierarchy > Hierarchy panel > IK > Interactive IK.
With Interactive IK and the Auto Key button turned on, you position your
model on keyframes, and the IK solution is interpolated between those
keyframes. Because the IK solution accounts for multiple objects and the joints
between objects, the interpolated animation of an IK object is usually different
from the animation of objects without IK.
TIP Interactive IK is a feature carried over from the earliest version of the software.
It is recommended that you explore the IK Solver methods first, and only use
Interactive IK if you find the IK Solvers will not satisfy your needs.
Example of Interactive IK
The following example demonstrates how an interactive IK animation works
and how it might differ from what you expect. The figure shows an IK structure
with its end effector resting on top of a box. The box moves in a straight line
over 100 frames.
Turn the Auto Key button on and then in the Hierarchy panel > IK tab, turn
on Interactive IK. Move the end effector of the IK structure to rest on top of
the box at frame 100. The interpolated animation of the end effector follows
a natural looking curved path.
You might have expected the IK bone structure to follow the same path as
the box. However, the IK solution is only calculated at the keyframes. The
positions and rotations of all the objects in the kinematic chain are interpolated
between the keyframes to produce the curved result.
To make the end effector closely follow the path of the box, you would have
to add more keyframes. You can also use binding and standard applied IK.
Inverse Kinematics (IK) | 3459