Game Development Reference
In-Depth Information
IK often involves adding lots of extra bones to an armature. However, because you are
trying to keep the armature simple for your game engine, you will keep these kinds of
additions to a minimum.
1. Continue working in your file from the previous section or open Ch07_Zombie_
ReadyForConstraints.blend in the Chapter 7 online resources.
2. Move down to the feet bones. Select the feet bones and press Shift+D to duplicate
them right under the feet. Press Alt+P to clear parenting on these bones. You will
make this new foot bone the parent of other bones so it can control them. Name the
new bones LegControl_L and LegControl_R .
3. Deselect the control bones and select the Foot_L bone. Press Shift+LMB to select the
LegControl_L bone and press Ctrl+P to access the Make Parent menu. Select Keep
Offset to make the foot bone a child of LegControl_L. Do the same to the Toe_L
bone. Repeat the process for the right foot if necessary (Figure 7.28).
Figure 7.28
Parenting the
LegControl bones to
the foot bones
4. Select the foot and shin bones (in that order) of one of the legs and enter Pose mode.
Press Shift+I to open the Add IK menu and select Active Bone. This is a shortcut for
adding the IK bone constraint to bones. If you have done this correctly, the shin bone
will turn yellow.
Adding IK in this way creates target-based IK , which makes all bones in the IK
chain follow the target—in this case, the foot. By selecting the foot bone first and the
shin bone second, you are ensuring that the IK is added to the shin bone and will use
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