Graphics Programs Reference
In-Depth Information
4. Move the IK handles around, and see how the legs
react. When you're done, reset the IK handle positions.
5. Grab the top joint of the skeleton, which is the pelvis
joint. Move the joint, and the entire body moves with
it. Select both ankle IK handles, and set a translation
key for them (press Shift+W). Grab the pelvis joint
again, and move it. The feet stick to their positions on
the ground. Move the pelvis down, and the legs bend
at the knees. Notice how the feet bend into the ground,
though (see Figure 9.45 on the left).
6. Move the pelvis back to the origin. You can create an
IK handle for the foot so that the foot stays f flat on the
ground. Open the IK Handle tool. For the start joint,
select the ankle; for the end effector, select the joint at
the tip of the foot. Repeat for the other foot.
You can invoke the last tool you used by pressing Y.
7. Set a translate key for the foot IK handles. Move the
pelvis down; the legs bend at the knees and the ankle,
keeping the feet f lush on the ground (see Figure 9.45
on the right).
Figure 9.44
IK handles on both
ankles with the roots
at the hip joints
Figure 9.45
Creating another
IK chain from the
ankle to the tip of
the foot and setting
keyframes makes
the feet stay on the
ground (right) and
not rotate into the
ground (left).
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