Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Advanced IK Setups
Added on: Thu Aug 03 2000
Page: 1 2 3 4 6 7 8 9 10 

This is what you should have if you've created everything correctly. (See image Step 2)

Please note that this tutorial expects you to understand the basics of bone creation in max. I will not go through the entire steps to create the skeleton to save time, and i expect you to beable to do that on your own already. If you can not do that, please refer to your 3D-Studio Max Manuals and go through the Bones section.

Whats Next?

Next we need to create the end effector at the toe.
If you look back at the Step 2 image you can see that the toe bone has the last possible pivot. That last diamond at the end is where we need to createand end effector. We will also need to place one at the heal. (See image Step 3)

And.. we will also need one at the pivot between the heal and toe. This now allows us to keep the foot flat on the ground. These 3 end effectors will be driven by the Boot.

Gettin' yo Boot on!

Before we put the boot on our foot, we must create it!
Lets create the boot... Look at the image to the side.

In the Boot, the root of the chain does not have the ik controller asigned to it. So to create the boot, you must turn off the "assign to root" option under the bones creation menu. You should be able to create the boot easy by following the diagram, just know that the root should not have the IK controller assigned to it.
Also, Note that first bone goes from the root to the end of the toe, and then back to the ball of the foot, and finally up to the heal. The Joints of the bones should be exactly matched up with the joints of our skeletal chain that we made earlier.

� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.