8

Bones System 383
Whenyouexitbonecreation,thechosenIKsolver
is automatically applied to the hierarchy. The
solver extends from the first bone in the hierarchy
to the last.
For more information about IK, see
Introduction
to Inverse Kinematics (page 2–417)
.
Setting the Initial Position of B ones
When you first create a bones system, the posit ion
of the bones is the
initial state
. Before you assign
an IK solver or method, you can change the
initial state of the bones by moving, rotating, or
stretching the bones individually.
Bone Color
By default, bones are assigned the color specified
for Bones in the
Colors panel (page 3–843)
of the
Customize User Inter face dia log (page 3–836)
.
Choose Object as the E lement and then choose
Bones in the list. You can change the color of
individual bones by selecting the bone, clicking the
active color swatch next to the bone’s name in the
Create panel or Modify panel, and then selecting a
color in the
Object Color dialog (page 1–155)
.
Yo u c a n a l s o u s e t h e
Bone Tools (page 1–388)
to
assign bone colors, or to assign a color gradient
to a bone hierarchy.
Bone Fins
Fins are visual aids that help you clearly see a
bones orientation. Fins can also be used to
approximate a character’s shape. Bones have three
sets of fins: side, front, and back. By default, fins
are turned off.
Bones can have fins.
Bones with fins
Renderable Bones
Bonescanberenderable,thoughbydefault,they
are not. To make a bone renderable, turn on
the Renderable check box in the bones
Object
Properties dialog (page 1–111)
.