2010

Table Of Contents
efficient to use Inverse Kinematics to pose the skeleton. For more information
on forward and inverse kinematics, see Posing skeletons in the Maya Help.
NOTE Its not a simple matter to state that one technique or another is the only
approach to achieving a desired result when animating in Maya. You must decide
whether a particular technique works for a particular scenario based on the options
it provides. A combination of animation techniques can be creatively used in a
variety of ways.
Applying IK to a skeleton hierarchy
IK allows you to control the joint rotations in a skeleton using an IK handle.
You pose the skeleton by positioning the IK handle (usually located at the
end extremity of the skeleton) and having the rotations for the other joints
calculated automatically by the IK solver. In the steps that follow, you apply
IK to the skeletal hierarchy.
To create an IK handle for the mechanical arm
1 From the main menu, select Skeleton > IK Handle Tool >
.
The IK Handle Tool Settings window for the Joint Tool appears. When
the mouse pointer is in the orthographic view its appearance changes to
the tool's cross hair cursor.
2 In the IK Handle Tool Settings window, do the following:
Click Reset Tool to set the tool to its default settings.
Set the IK Handle Settings: Current Solver - ikSCsolver.
288 | Chapter 6 Animation