2009

Table Of Contents
5 In the Hypergraph, select the node named ikHandle1.
The IK Handle (in combination with the end effector) is used by the IK
solver to calculate the rotation of the joints in the IK chain. By default,
the IK Handle is located at the last joint of the IK chain in the scene view.
6 Select the Move Tool from the Toolbox, and drag the Move Tools Z axis
manipulator (blue arrow) to reposition the mechanical arm.
When you drag the manipulator, the skeleton and mechanical arm model
are repositioned.
7 Reset the mechanical arm to its previous position by selecting Edit >
Undo, Redo, Repeat until the mechanical arm is positioned into its
previous orientation.
NOTE When using the Undo feature, do not undo so many times you
inadvertently undo the IK handle youve just created.
The next steps describe how to manipulate the IK Handle using a control
object.
Creating a control object for an IK system
Using the IK Handle to pose an IK chain is generally not a good practice. The
IK Handle can be challenging to select in the scene view, especially when its
grouped into a hierarchy that includes a skeleton and other surface
components. A better practice is to create a control object.
276 | Chapter 6 Animation