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Chapter 38: Working with Inverse Kinematics
                                             Inverse Kinematics rollout, click the Apply IK button. Max then computes the keys for every frame between
                                             the Start and End frames specified in the rollout. Click the Apply IK button to start the computation pro-
                                             cess that sets all the animation keys for the range of frames indicated.
                                       FIGURE 38.5
                                     The propeller rotates by turning the handle and using IK.



























                                     Tip     the system has a bound follow object, select an object in the system. Open the Hierarchy panel; in the
                                     If you plan on using the Applied IK method, set the Threshold values in the Inverse Kinematics panel of the
                                     Preference Settings dialog box to small values in order to ensure accurate results. n

                                             History Independent IK solver
                                             The History Independent (HI) IK solver looks at each keyframe independently when making its solution.
                                             You can animate linked chains with this IK solver applied by positioning the goal object; the solver then
                                             keyframes the position of the pivot point of the last object in the chain to match the goal object.
                                             You can apply IK solvers to any hierarchy of objects. IK solvers are applied automatically to a bones system
                                             when you create the system. You can also choose Animation ➪ IK Solvers to select an IK solver.
                                             When you choose Animation ➪ IK Solver, a dotted line appears from the selected object. You can drag this
                                             line within a viewport and click another object within the hierarchy to be the end joint. A white line is



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