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Advanced IK Setups
Added on: Thu Aug 03 2000
Page: 1 2 3 5 6 7 8 9 10 

Lets look at the Type 1 setup!

Here it is.
The basic Type 1 setup. From this image you can see that the entire hiearchy is parented to a dummy (null). The root of chain is not really the root of the chain. Because it isnt assigned the "new IK controller".

Actually the real root of the leg chain begins at the hip. We'll call this the Actual root of the chain because its really where the IK begins since the "root of the chain" doesnt have the IK controller assigned to it.

In Maya we could create our skeleton like this, but we'd use the handle tool to define the chain from the "actual root" to the "end of the chain". This then places an end effector at the end of the chain, and then creates an IK chain. In max we dont have this kind of ease of use, so we have to be careful in our bone creation.

To create the bones in the propper way we must first create the "root"

  • goto create/systems Panel
  • click bones
  • turn off assign to root (if its on)
  • click in the viewport to create the root and then click again in the viewport to make the bone.
  • Now select the "bone" part and delete it. This will leave you with a root.
Now we have a root...

This root doesnt have the IK controller assigned to it. This means when we create our leg chain and parent it to the root, that our IK chain will start at the actual hip bone. "Actual Root". This is what we want.

Go ahead and create the leg chain from the actual root, to the toe. Note that when you create this chain do not continue from the root that we just made. Make this a seperate chain.

Turn on Assign to Root Check box, and Turn off the create end effector check box. Once you have the Leg to toe chain, Link the "actual root" to the "root" this will automatically create the bone that connects the two together. (See image Step 1)

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