9.5.2

Table Of Contents
766 CHAPTER 17
OBJECT MANAGER 767
Rename the other null Anchor, then make the entire bones chain a child of
Anchor.
Your chain should look like the picture below.
In the top toolbar, click the X-axis icon to unlock the X-axis. Choose Tools >
Inverse Kinematics to activate IK mode.
In the Object manager, select Handle. Now move the bones around (click
and drag somewhere in the viewport, but not directly on the Handle or you
may catch the object axes). The IK mode ensures that all objects maintain the
same distance from each other. However, the movement is unrestricted and it
is possible to make the bones intersect each other.
In the Object manager, select the rst bone. Now Shift-click the remaining
bones so that all bones are selected with a bright red color instead of a dull
red color (bright red indicates selection while dull red means that a parent
is selected. All bones must be bright red). In the Object manager, select
CINEMA 4D Tags > Kinematic from the File menu.
Ensure that all three bones are still selected, since we want to change all their
parameters at the same time. On the Attribute manager’s Tag page, enable the
Heading, Pitch and Bank angles. Leave the Minimum and Maximum parameters
at their default values.
In the Object manager, select Handle. Now move the bones around in the
viewport once more. Try to make the bones intersect each other. This time,
angle restraints make it impossible for the bones to intersect. Otherwise, the
bones are still able to move freely.
Now try entering different damping values for the Kinematic tags. Start
with 80% for the rst bone, 60% for the second bone and 40% for the third
bone. You’ll notice that the third bone moves the most readily, while the rst
bone is the most stubborn. Recall that increasing the damping increases the
stiffness.
Use the Figure object for further experimentation. Choose Functions > Make
Editable so that you can access the body parts and tags.