2009

all objects in an IK chain (the IK chain must include a follow object). By
default, keys are created at every frame.
Applied IK requires that one or more parts of your IK structure be bound
to animated follow objects. Once bound, you can select any object in your
kinematic chain and click the Apply IK button.
The Apply IK method of animation works best when you want objects in
the kinematic chain to match the motions of other objects exactly. An
example of this would be a mechanical connection that should always
appear to be attached to the follow object.
Procedures
To use interactive IK:
1 Build a hierarchy of objects.
If you want to use Bones, be sure Assign to Children is not active when
you create the Bones.
2 Select the end of the chain.
3 Go to the Hierarchy panel > IK button.
4 Scroll up to the Inverse Kinematics Rollout
5 Click Interactive IK.
6 Advance the time slider and move the end of the chain.
7 Turn off Interactive IK when you want to do forward kinematics.
To use applied IK:
1 Add an HD Solver to your hierarchy.
2 Bind objects in your IK structure to follow objects.
3 Animate the follow objects.
4 Select any object in the IK structure.
5 Click IK in the Hierarchy panel and expand the Inverse Kinematics rollout.
6 Click Apply IK.
TIP Be sure your Start Frame and End frames match the length of your
animation.
3498 | Chapter 15 Animation