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3ds Max® 2009 Bible
book

3ds Max® 2009 Bible

by Kelly L. Murdock
August 2008
Intermediate to advanced content levelIntermediate to advanced
1294 pages
35h 4m
English
Wiley
Content preview from 3ds Max® 2009 Bible

Chapter 41. Working with Inverse Kinematics

Kinematics is a branch of mechanics that deals with the motions of a system of objects, so inverse kinematics would be its evil twin brother that deals with the non-motion of a system of objects. Well, not exactly.

In Max, a system of objects is a bunch of objects that are linked together. After a system is built and the parameters of the links are defined, the motions of all the pieces below the parent object can be determined as the parent moves using kinematics formulas.

Inverse kinematics (IK) is similar, except that it determines all the motions of objects in a system when the last object in the hierarchy chain is moved. The position of the last object, such as a finger or a foot, is typically the one you're concerned with. Using IK, you can then use these solutions to animate the system of objects by moving the last object in the system.

Forward Kinematics versus Inverse Kinematics

Before you can understand IK, you need to realize that another type of kinematics exists—forward kinematics. Kinematics solutions work only on a kinematics chain, which you can create by linking children objects to their parents.

Note

Chapter 9, "Grouping, Linking, and Parenting Objects," covers linking objects and creating ...

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Publisher Resources

ISBN: 9780470381304Purchase book