Inverse Kinematics Constraint

The Inverse Kinematics constraint implements the inverse kinematics armature posing technique. Hence, it is only available for bones. To quickly create an IK constraint with a target, select a bone in Pose Mode, and press Shift-I.

This constraint is fully documented in the Inverse Kinematics page, part of the rigging chapter.

Ghi chú

The IK constraints are special in that they modify multiple bones. For this reason, they ignore their position in the stack and always run after all other constraints on the affected bones. To apply constraints after IK, it is necessary to first copy the final transformation to a new bone chain, e.g. using Copy Transforms.

Tùy Chọn -- Options

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

Inverse Kinematics panel.

Mục Tiêu -- Target

Chỉ Danh của Dữ Liệu -- Data ID used to select the an armature. See common constraint properties for more information.

Mục Tiêu của Trục Đứng -- Pole Target

Object for pole rotation.

Số Lần Lặp Lại -- Iterations

Maximum number of solving iterations.

Chiều Dài của Dây Chuyền -- Chain Length

How many bones are included in the IK effect. Set to 0 to include all bones.

Dùng Đuôi -- Use Tail

Include bone's tail as last element in chain.

Kéo Giãn -- Stretch

Enable IK stretching.

Weight Position

For Tree-IK: Weight of position control for this target.

Xoay Chiều -- Rotation

Chain follows rotation of target.

Mục Tiêu -- Target

Disable for targetless IK.

Xoay Chiều -- Rotation

Chain follows rotation of target.

Influence

Controls the percentage of affect the constraint has on the object. See common constraint properties for more information.

Bộ Giải Nhiệm iTaSC -- iTaSC Solver

If the iTaSC IK Solver is used, the IK Solver Constraint changes to add these addition parameters.

Loại IK -- IK Type
Sao Chép Tư Thế -- Copy Pose

Equivalent to the traditional end effector position and orientation constraint: the end effector is constrained to take the position, and optionally the orientation, of a given target, which is set in the target field.

Position/Rotation Locking

Allows to obtain various effect by not constraining the coordinates along certain axis.

Trục Quy Chiếu -- Axis Reference

Specifies how to compute the axis coordinates.

Xương -- Bone

The coordinates are the position and orientation of the target relative to the bone.

Mục Tiêu -- Target

The opposite of Bone, the coordinates are the position and orientation of the tip of the bone relative to the target.

Khoảng Cách -- Distance

Specify that the end effector will stay inside, at, or outside a sphere centered on the target object.

Chế Độ Giới Hạn -- Limit Mode
Bên Trong -- Inside

The end effector will stay inside of the distance from the target object.

Bên Ngoài -- Outside

The end effector will stay outside of the distance from the target object.

Trên Mặt -- On Surface

The end effector will stay exactly at the distance from the target object.

Khoảng Cách -- Distance

The radius from the target object.

Ghi chú

The Influence parameter is not implemented if Pole Target is used.

Example