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408 Chapter 5: Creating Geometry
The “nub” bone at the e nd of the c hain has a Spring controller
applied to it. The Spring controller is connected to an animated
sphere.
Right: The sphere’s movement breaks the bone chain.
To avoid this problem, dont apply position
controllers directly to child bones. Instead, create
an IK chain and apply the controller to the IK
chain’s end effector.
A IK chain has been applied, connecting the end nub to its
parent bone. The IK chain’s end effector is connected to the ball
by a Spring controller.
Right: Now when the sphere moves, the IK c hain prevents the
bones from breaking.
Constraints and controllers that affect orientation
only, such as Orientation or Look At, do not
present this problem when applied to child bones.
Procedures
To create a bones sy stem:
1.
On the Create panel, click Systems,
and then click Bones.
You can also access Create Bones through the
Bone Tools rollout.
2. Click in a viewport.
This creates a joint that is the base of the bone’s
hierarchy.
3. Drag to define the leng th of the second bone.
4. Click to set the length of the second bone, and
then drag to c reate the third bone. Drag and
click to continue creating new bones.
5. Rig ht-click to end creation.
3dsMaxcreatesasmall“nub”boneatthe
end of the hierarchy. This bone is used when
assigning an IK chain.
Thefirstboneyoucreateisatthetopofthe
hierarchy. The last bone you create is at the
bottom. For more about linked objects, see the
Hierarchy Panel (page 3–773).
To create a bones hi era rchy wi th an IK solv er
automatically applied:
1.
IntheCreatepanel,clickSystems,
and then click Bones.
2. In the IK Chain Assignment rollout, select an
IK s olver from the list.
3. Tu r n on Ass ign To Children .
4. In a viewport, click and drag to create the
bones. Right-click to end bone creation.
After the bones are created, the chosen IK
solver is applied to them.
To edit the appear ance of a bone:
1.
Select a bone.