2009
Inverse Kinematics Methods
Inverse kinematics builds on the concepts of hierarchical linking. To
understand how IK works, you must first understand the principles of
hierarchical linking and forward kinematics. See
Animating with Forward
Kinematics
on page 3354 and Inverse Kinematics (IK) on page 3374.
IK Solvers
IK solvers on page 3382 are specialized controllers that apply IK solutions
procedurally across a range of frames.
Four different IK solvers ship with 3ds Max:
■ HD (History-Dependent) Solver
■ HI (History-Independent) Solver
■ IK Limb Solver
■ Spline IK Solver
TIP In order to put an IK solver on a two-bone chain, a third bone is needed.
Choose the first bone, then from the Create menu click IK solver, then click the
third bone in the viewport.
In general, all IK solvers:
■ Work on any hierarchy.
■ Work on any hierarchy or bone structure.
■ Calculate IK solutions for all frames in real-time as you make changes.
■ Allow you to create multiple IK chains within a single hierarchy.
■ Allow you to create multiple or overlapping IK chains within a single
hierarchy.
■ Display active joint axes and joint limits graphically.
■ Use a node, goal or an end effector to animate the end of a chain.
■ Use an end effector to animate the end of a chain.
3380 | Chapter 15 Animation