Game Development Reference
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the foot bone as a target. This type of IK is different from the one you will use for the
hand; that type is known as targetless IK , which is applied to a child bone to change
its parent's locations.
5. Go to the Properties editor's Bone Constraints panel and you will see an IK con-
straint on the bone. Note the Chain Length option, which controls how many bones
are affected by the shin bone's IK, including the shin bone itself. If you choose 0 for
this option, the IK will affect the whole armature. For this exercise, enter a value of 2
so that the IK affects the leg.
6. Do the same to the other leg. Select one of the LegControl bones in Pose mode while
in side view and press G to move the bone around. You will see how the leg moves
with this control bone (Figure 7.29). This ability will come in useful when you are
animating walks and runs.
Figure 7.29
Moving the
leg with the
LegControl bone
7. Now that this system is set up, go to Edit mode. Move the LegControl bones closer to
the bottom of the zombie's feet. This way, posing the IK legs feels more natural since
the control bones are down at the zombie's feet.
8. Return to Pose mode. Go back up to one of the hands and select the hand bone.
In the Bone Constraints panel, add an IK constraint to the hand bone. It will turn
orange. Set the Chain Length value to 3. If you move the hand bone, the arm will fol-
low naturally (Figure 7.30). With this configuration for the arms, you can also pose
the arm bones individually when not using IK-appropriate poses. Put the same con-
straint on the other hand.
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