
moves the pivot point of the wrist, called an
end effector
on page 7963, toward
the goal.
In the case of a leg, for example, the foot is constrained to the floor by the
goal. If you move the pelvis, the foot stays put since the goal has not moved,
and this causes the knees to bend. The entire animation is contained in
keyframes for the goal and the root, without keys being applied to the
individual chain objects.
With inverse kinematics you can quickly set up and animate complex motions.
The basic procedure involves these tasks:
■
Build a model. It could be a jointed structure or many pieces or a single
continuous surface.
■
Link the jointed model together and defining pivot points, as described
in
Hierarchies
on page 3331.
For a continuous-surface model, create a
Bones
on page 901 structure or use
a biped to animate the skin of the character.
■
Apply
IK solvers
on page 3382 to the jointed hierarchy. You will probably
create several IK chains throughout the hierarchy, rather than just one.
You might also create several independent hierarchies, rather than link
everything together in one large hierarchy. For simple inverse kinematic
animation you can use interactive IK, without applying any IK Solver.
■
Define
joint behavior
on page 3466 at the pivot points, setting limits or
preferred angles, depending on the type of IK solvers you are using. Here
you can set up sliding joints or rotating joints.
You might also need to move the root of the hierarchy, and you might
want to add control objects such as dummies or points at this point.
■
Animate the goal (in the case of an
HI Solver
on page 3392 or
IK Limb solver
on page 3444) or the end effector (in the case of the
HD Solver
on page 3422).
This animates all the components of the IK chain.
You can apply
constraints
on page 3287 to the goals or control objects or to
the root of a chain.
You can externally reference IK chains in your scene. An XRef IK chain behaves
the same as a non-XRef chain, except that you cannot retarget its
XRef
controller
on page 3269 once it is in your master scene. For more information,
see
XRef Objects
on page 6936.
Inverse Kinematics (IK) | 3375
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...