|
Home : Animating : How do I? : Create skeletons and inverse kinematics animation :
Use inverse kinematics IK handles to control the movement of different parts of your skeleton without disturbing the rest of the skeleton.
![]() | Previous: Display skeleton bones |
Animation > IK > Add IK handle
is a continuous-action tool in which you add IK handles one at a time to a skeleton. To add single-chain handles, choose Single-chain in the option box for this tool. Then, select the root joint, and finally the end effector joint. The tool is still active after this operation, so you can continue to select other parts of the skeleton to put other IK handles on.
1 Choose
Animation > IK > Add IK handle
or click its icon.
2 The system prompts:
Pick a joint as the root of a single-chain (multi-chain or spline) handle.
Pick a root joint to start the handle. (You can drag a pick box around a joint to select it.)
3 The system prompts:
Pick a descendant joint as the end-effector of the single chain (multi-chain or spline) handle.
Pick an end joint.
4 If you created a spline handle and you did not select Create Curve to create a new curve, the system prompts:
Pick a curve node as the target of the spline handle.
Pick the curve.
5 After you create a handle, the system prompts you to create another.
6 To view, change, or turn off the parameters of a handle, open the Information window and select the handle.
7 Limits and joint information about a handle can be edited in the Skeleton Editor. To see handle information, choose Handles from the List Type pop-up menu in the Skeleton Editor (
Animation > Editors > Skeletons).
You can control the spline handles in the Modeling window in several ways:
If you pick a root handle, either:
If you pick a master handle, use
Transform > Rotate and the left mouse button to twist the chain.
You may want to use spline IK to control the shape of the skeleton, but not its position in space. This is useful if you want one curve to control the shape of a number of similar objects in different locations. To do this:
1 Constrain the root joint of the skeleton to the desired object.
2 Create a spline handle.
![]() | Next: Creating a neutral pose for IK skeletons |