Invers Kinematik Begränsning

The Inverse Kinematics constraint makes not just one bone, but a whole chain of bones rotate to follow a target. A common example is automatically rotating the bones in a character’s arm to achieve a desired hand position. See Inverse Kinematics for details.

The constraint can be added quickly using the shortcut Shift-I. See Add IK to Bone.

Anteckning

IK-contraints är speciella eftersom de modifierar flera ben. Av denna anledning ignorerar de sin position i stacken och körs alltid efter alla andra constraints på de påverkade benen. För att tillämpa begränsningar efter IK är det nödvändigt att först kopiera den slutliga transformationen till en ny benkedja, t.ex. med Copy Transforms.

Alternativ

../../../_images/animation_constraints_tracking_ik-solver_panel.png

Inverse Kinematics constraint.

Target

The object or bone which the IK chain should point towards.

Tips

Unlike other constraints which require a valid Target, the Inverse Kinematics constraint can work without one. In this case, the ”chain tip” bone can be moved and rotated freely, and only its ancestors will be constrained.

Polmål

The object or bone that determines the roll of the IK chain. For example, when applying IK to a character’s arm and using the Target to determine the position of the hand, the Pole Target determines the rotation of the arm, or put differently, the position of the elbow.

Iterationer

Maximalt antal iterationer för att lösa problemet.

Kedjans längd

The number of bones affected by the constraint, starting with the owner bone and walking up its chain of ancestors. A value of 1 will only rotate the bone itself, a value of 2 will rotate the bone and its parent, and so on.

A value of 0 will include all of the bone’s ancestors (up to the root).

Använd svans

Use the bone’s tail as the end of the chain. Unchecking this will use the bone’s head instead.

Sträck ut

Whether bones are allowed to scale up or down in order to reach the Target. This only applies to bones with an IK Stretch value that’s greater than 0.

Vikt Position

The checkbox determines whether the end of the chain should (try to) match the position of the Target.

The slider determines how strongly this chain affects its bones, compared to other IK chains that affect those same bones. This kind of structure is called a ”tree”, likening the chain tip bones to branches and their shared parents to a trunk. If a branch bone has a Weight of 1, it will ”pull” on the trunk twice as hard as a branch with a Weight of 0.5.

Rotering

The checkbox determines whether the end of the chain should match the rotation of the Target.

The slider determines how strongly this chain affects its bones, compared to other IK chains that affect those same bones.

Inflytande

How strongly the constraint affects the bone.

iTaSC-lösare

If the armature is configured to use the iTaSC IK Solver, the constraint has the following additional parameters:

IK Typ
Kopiera Pose:

Just as with the Standard IK solver, the chain tip matches the location and/or rotation of the Target.

Referens för axel

The meaning of the axes in the Lock settings below.

Ben:

The chain tip should be positioned (or rotated) so that the Target has an X/Y/Z coordinate (or angle) of 0 in the space of the bone.

Mål:

The chain tip should be positioned (or rotated) so that it has an X/Y/Z coordinate (or angle) of 0 in the space of the Target.

Lock Position/Rotation X/Y/Z

Whether the chain tip is constrained to match the Target along each axis.

Anteckning

Despite their name, these settings do not lock the bones to a fixed pose. For that, see the Lås settings in the bones’ Inverse Kinematics properties.

: Distance:

The end of the chain stays inside, on the surface of, or outside a sphere centered on the Target.

Limit-läge
Inuti:

The chain tip stays close to the target.

Utanför:

The chain tip stays away from the target.

SDL-yta:

The chain tip stays at an exact distance from the target.

Avstånd

The distance to maintain.

Exempel