2009
three bone chains that are all in the same place, and constrain one bone chain
to another, then weight the constraints.
Bone chains constrained together
Using control objects gives you something bigger to select in the viewport.
You can also use control objects to separate chains, for example in a human
arm one chain could end at the wrist and another separate chain be created
for the hand and fingers. The control object at the wrist serves as the root
node for the hand chain, yet that chain would remain disconnected
(hierarchically speaking) from the arm chain.
You can create viewport sliders using the manipulator helper, and then use
the viewport sliders to control the transforms of the control objects. Use
wire
parameters
on page 3322 to hook up the sliders with the control objects. You
can also create Custom Attributes to add these sliders to the object rollouts.
Mixing Forward Kinematics with Inverse Kinematics
The HI IK solver provides a tool for mixing FK and IK in a single animation
track. There is an FK subcontroller beneath the IK controller assigned by this
solver.
3396 | Chapter 15 Animation