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Chapter 38: Working with Inverse Kinematics
Caution
Be aware that Interactive IK is not available for all IK Solvers. n
After your IK system is established, animating using the Interactive IK method is simple. First, you need to
enable the Auto Key button and select the Interactive IK button in the IK rollout of the Hierarchy panel.
Enabling this button places you in Interactive IK mode, causing the system to move together as a hierarchy.
Then reposition the system in a different frame; Max automatically interpolates between the two positions
and creates the animation keys. To exit Interactive IK mode, simply click the Interactive IK button again.
The IK rollout includes several options. The Apply Only to Keys option forces Max to solve IK positions for
only those frames that currently have keys. The Update Viewports option shows the animation solutions in
the viewports as it progresses, and the Clear Keys option removes any existing keys as the solution is calcu-
lated. The Start and End values mark the frames to include in the solution.
IK Preference settings
The required accuracy of the IK solution can be set using the Inverse Kinematics panel in the Preference
Settings dialog box, shown in Figure 38.4. You can open this dialog box by choosing Customize ➪ Preferences.
For the Interactive and Applied IK methods, you can set Position and Rotation Thresholds. These Threshold
values determine how close the moving object must be to the defined position for the solution to be valid.
FIGURE 38.4
The Inverse Kinematics panel of the Preference Settings dialog box lets you set the global Threshold values.
You can also set an Iterations limit for both methods. The Iterations value is the maximum number of times
the calculations are performed. This value limits the time that Max spends looking for a valid solution. The
Iterations settings control the speed and accuracy of each IK solution.
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