9

Bone Tools 411
Once you’ve set objects to func tion as bones,
applyinganIKsolutionbehavesasitdoesfor
standard b one objects. The geometry of the b oned
objects can stretch or squash during animation.
Procedure
To us e obj ects as bones:
1.
Link the objects you want to display as
bones.
2. Select all of these ob
jects.
Note: You can set a sing
le object to work as a
bone, but this doesn’t have much use.
3. Choose Animation m enu > Bone Tools.
The floating Bone Tools dialog is displayed.
4. OntheObjectPropertiesrollout,turnonBone
On.
3dsMaxnowtreatstheselectedobjectsas
bones.
5. Select the object to use as the start of the
IK chain.
6. Choose Animation > IK Solvers > HI Solver.
Yo u c a n c h o o s e a d i f f e r e n t I K s o l v e r, b u t t h e H I
Solver is the pref
erred choice.
7. Click to select the
end of the IK chain.
Now when you transf
orm the boned objects,
their movement is governed by the IK solver.
B one Tool s
Animation me n u > Bone To ols
This command opens
theBoneToolsfloater,
which provides functions for working with bones.
The floater contains three rollouts, described in
these topics:
Bone Editing Tools Rollout (page 1–411)
Fin Adjustment Tools Rollout (page 1–413)
Object Properties Rollout (Bone Tools) (page 1–414)
B one Tools R oll outs
B one Edi ting Tool s R oll out
Animation menu > Bone Tools > Bone Tools floater >
Bone Editing Tools rollout
Controls on the Bone Editing Tools rollout let you
create and modify bone geometr y and str uc ture,
and set bone color for one or more bones.
Interfa ce