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Part IX: Working with Characters
                                        FIGURE 38.3
                                      The objects in this scene are part of an inverse kinematics system.






















                                             Using the Various Inverse Kinematics Methods

                                             After you create a linked hierarchy chain, you need to apply an IK method to the chain before you can ani-
                                             mate it. Max includes several different methods for animating using IK. The traditional methods of
                                             Interactive and Applied IK are now joined with IK solvers. The Interactive and Applied IK methods are
                                             applied using the Hierarchy panel; the IK solvers can be applied to a bones system, or you can use the
                                             Animation ➪ IK Solvers menu.
                                             An IK solver is a specialized controller that computes an IK solution. This solution is used to automatically
                                             set all the required keys needed for the animation. Max offers four different IK solvers: History Dependent
                                             (HD) IK, History Independent (HI) IK, IK Limb, and Spline IK solvers.

                                             Interactive IK
                                             Interactive IK is the method that lets you position a linked hierarchy of objects at different frames. Max then
                                             interpolates all the keyframes between the various keys. This method isn’t as precise, but it uses a minimum
                                             number of keys and is useful for an animation sequence involving many frames. Interactive IK interpolates
                                             positions between the two different keys, whereas Applied IK computes positions for every key. Because the
                                             motions are simple interpolations between two keys, the result may not be accurate, but the motion is smooth.





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