Game Development Reference
In-Depth Information
behind the arm using a pole vector constraint , meaning the elbow will point exactly where
you need it to point. We will discuss the various constraints later in the chapter.
Note
Another way to manipulate the arm's orientation is to use the Twist attrib-
ute on the IK handle, although in this arrangement it can be difficult to
keep the elbow steady when the arm has a lot of movement.
The IK Single Chain and Rotate Plane solvers are created in exactly the same way. Go to
Skeleton > IK Handle Tool and open up the options. Following are some of the options as-
sociated with this tool ( Figure 12.10 ).
The Current Solver box specifies which of these two IK solvers you wish to cre-
ate. You can change this after the handle has been created, allowing you to switch
later if you need to.
Solver Enable specifies whether the IK solver will be enabled upon creation.
Snap Enable allows the IK handle to snap back to its origin (the second joint you
selected in the handle's creation).
Sticky allows the IK handle to stick to its current position while you continue to
pose the skeleton.
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