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To animate a spider skeleton’s leg using the IK Limb solver, follow these steps:
1. Open the Spider skeleton.max file from the Chap 38 directory on the DVD.
2. Click the Select by Name button on the main toolbar (or press the H key) to open the Select Objects
dialog box. Double-click the “RUpperlegBone0l” object to select the upper leg bone object.
3. With the upper leg bone selected, choose Animation ➪ IK Solvers ➪ IK Limb Solver. A dotted line
appears in the viewport. Press the H key again to open the Pick Object dialog box, and double-
click the “RFootBone0l” object to select it.
Part IX: Working with Characters
This bone corresponds to the foot bone, which is the end of the limb hierarchy.
4. With the IK Chain01 object selected, click the Auto Key button (or press the N key) and drag the Time
Slider to frame 100 (End). With the Select and Move button (W), move the IK chain in the viewport.
The leg chain bends as you move the end effector.
Figure 38.11 shows the spider’s leg being moved via the IK Limb solver. The IK Limb Solver provides a
simple and quick way to add an effector to the end of a limb, giving you a good control for animating the
spider’s walk cycles.
FIGURE 38.11
You can use the IK Limb solver to control limbs such as legs and arms.
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