Game Development Reference
In-Depth Information
Figure 10.8 Creating a leg IK chain.
from the hip to ankle we are working with a simple three-joint chain that
Maya can easily solve for. Try testing it by using the Move tool to select
the IK handle and move it around. The knee and hip will rotate to allow
for the motion to happen. Notice that the problem here is that the foot is
also rotating, which isn't a problem when the foot is just being picked up,
but will be a problem when we need control over how that ankle bends
(like walking). We'll take care of the foot rotation via another IK chain in
the coming steps. Be sure to undo any moves you make in this test so the
leg gets back into position.
Step 23: In the Outliner, rename ikHandle1 to AC_L_AnkleIK .
Step 24: Create a second IK chain from the ankle to the ball. Again, select
the IK Handle tool and in the side-view panel click once on the ankle
joint (AC_L_Ankle) and a second time on the ball (AC_L_Ball). The results
should look something like Figure 10.9 .
Figure 10.9 Creating the second
foot-controlling IK chain.
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