Next,
you have to align these Dummy objects
to the bones, the dummy's are going
to act as bones to apply the IK chain
with, confused yet? I hope not, but
hopefully things will get easier. I
recommend aligning them from the hand
bone up to the upperarm. For the Hand
dummy, LowerArm dummy, and UpperArm
dummy, align them using the following
photo (Align XYZ position, and XYZ orientation).
With
Bone_Emo_LowerArm01_Dummy_R align it
the same way, BUT only align the XYZ
position, not the XYZ orientation. This
will help make sure the IK chain bends
like a triangle, instead of a rectangle,
which is what you don't want.
This next part is the MOST confusing
part about setting this up, refer to
the following picture.
3DTotal
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Basically,
you have your dummy's lined up with
your bones and you begin linking them
so thing start to move how they are
supposed to. I'm going to list the
names of the bones and what to link
them to, but in the image you just
have letters as reference for the
linking information. Make sure you
start with the big black arrows on
the bottom; which would be:
Bone_Emo_Hand_Dummy_R
linked to Bone_Emo_LowerArm_Dummy_R
link that to Bone_Emo_UpperArm_Dummy_R.
Then link Bone_Emo_Hand_R to Bone_Emo_Hand_Dummy_R
Link Bone_Emo_LowerArm01_R to Bone_Emo_LowerArm01_Dummy_R
then link to Bone_Emo_LowerArm_R and
link that to Bone_Emo_LowerArm_Dummy_R
Link Bone_Emo_UpperArm_R to Bone_Emo_UpperArm_Dummy_R
then link that to Bone_Emo_Clavicle_R
Like I said, check the previous photo
for a simpler version of this linkage
system.
The next step, with the UpperArm dummy
object selected, go to Animation ->
IK Solver -> HI Solver. When you
get the rubberband, click on the Hand
dummy object to create the IK Chain.