March 2006
Intermediate to advanced
304 pages
9h 55m
English
You may remember from Chapter 1, “Character Studio Basics,” that 3ds Max uses two types of animation with linked objects: forward kinematics (FK), in which the child object follows the parent, and inverse kinematics (IK), in which the parent object follows a child.
Ordinarily, 3ds Max uses FK by default. IK is enabled when you set up an IK chain by using Animation > IK Solvers, or when you use interactive IK on any hierarchy by using the IK button on the Hierarchy panel. But in animating the biped, in both footstep and freeform modes, Character Studio makes liberal use of IK, automatically switching between FK and IK based on what you’re doing.
Character Studio swaps between FK and IK automatically depending ...