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Overview ¶
The IK from Bones tool allows you to build an IK bone rig (with or without a Twist Affector) from existing bone(s) in the scene. This is useful if you have an imported bone chain that you would like to apply kinematics to, without altering the existing bones. You can also create a reverse bone chain from existing bones.
Note
You must have at least 1 bone in the scene to use this tool.
IK from Bones ¶
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Click the IK from Bones tool on the Rigging tab.
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Choose the type of IK solver to create: Basic IK or IK with Twist Affector.
Basic IK
Uses an IK solver. The solution is uniquely defined by the end affector position. Constraint parameters are ignored.
IK with Twist
Uses a null object for the Inverse Kinematics solver twist parameter. This parameter specifies an additional twist angle to be applied to the solution bone angles.
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Select a naming prefix for the nodes to be created.
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Select a Parent for the bone chain, if any, and press Enter to complete.
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Select the sequence of bones, press Enter to complete. You can also click in the viewport and choose Accept Selection.
A complete bone rig will be created in the network editor, and placed in a Netbox. Select the green ikfromobjects_interface
node to see the rig parameters.
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