2009

Table Of Contents
To set up the character prior to creating IK handles
1 Select the root of the hierarchy, back_root, and then select Skeleton > Set
Preferred Angle.
This sets the current joint angles throughout the skeleton as the preferred
angles. This is a useful step after you complete a skeleton. Maya thereafter
uses the current bend in the knees and elbows as the preferred initial
rotation direction of these joints during inverse kinematics (IK) posing.
This makes it easier to pose the character with motion that is natural for
a human character.
2 Select Jackie in the Outliner and, from the main menu, select Hide
Selection. (You must select and hide Jackie from the Outliner because
Jackie is a template object.) By hiding Jackie, youll lessen scene clutter
as you pose the skeleton in the following steps.
To create, pose, and animate IK handles for the legs
1 Select Skeleton > IK Handle Tool >
.
2 In the Tool Settings window, make sure Current Solver is set to ikRPsolver.
This type of IK solver has characteristics that work well for this
application.
3 In the perspective view, click left_hip and left_ankle.
This creates an IK handle that lets you control all joints from left_hip
through left_ankle. The handles main manipulator is at the left_ankle.
The IK handle is the selected object after you create it. If you
unintentionally cancel the selection of the handle, you can select it again
by clicking the left_anklethe last joint you clicked after using the IK
Handle Tool. Whenever you select a handle, make sure you do not select
joints or other objects along with the handle. You can check the Outliner
to confirm your selection.
4 Go to the start of the playback range.
5 With the IK handle selected, select Animate > Set Key to key the legs
current position at the first frame.
6 Go to frame 12.
Posing and animating using inverse kinematics | 315