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Assign to Children and the Assign to Root options to assign the IK Controller to all bones in the system. If
the Assign to Children option is deselected, then the Assign to Root option is disabled.
FIGURE 37.1
The Bone rollouts let you specify which bones get assigned an IK Controller.
Cross-Ref Chapter 37: Understanding Rigging and Working with Bones
Chapter 38, “Working with Inverse Kinematics,” presents details on each of these IK Solvers. n
Setting bone parameters
The Bone Parameters rollout (also in the Modify panel) includes parameters for setting the size of each indi-
vidual bone, including its Width and Height. You can also set the percentage of Taper applied to the bone.
Tip
Because bones are simple geometry objects, you can apply an Edit Poly modifier to it and edit the bone shape to
be whatever you’d like. Custom bone geometry doesn’t always work with the Bone Tools. n
Fins can be displayed on the front, back, and/or sides of each bone. For each fin, you can specify its size
and start and end taper values. Including fins on your bones makes correctly positioning and rotating the
bone objects easier. Figure 37.2 shows a simple bones system containing two bones. The first bone has fins.
At the bottom of the Bone Parameters rollout is an option to Generate Mapping Coordinates. Bones are ren-
derable objects, so this option lets you apply texture maps to them.
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