Lastly,
let's create a helper to aid
us in rotating the clavicle
in an easier way. Create a point
object and align it to the clavicle
in both position and orientation.
Name it ClavicleControlRT. Link
it to the Spine04 bone. Now,
linke the clavicle bone to it.
That's it. If you rotate it,
the clavicle should rotate,
and the arm should follow. Here
it is...
Fig
19. Clavicle control
That
does it for the arm... let's
move onto the legs.
First,
create another point object
and align it to the IK chain's
goal. We'll use this object
just like the one we created
for the arm... to animate the
leg. You'll usually want these
objects, since it's very rare
to animate the goal directly.
Name the point object LegControlRT.
Link the IK chain's goal to
it. If you move it, the leg
should follow now.
Fig
20. Leg Control
Create
another point object, and set
its display properties to show
the axis tripod only. Align
it to the leg's nub bone in
both position and orientation.
Name it FootControlRT. Link
it to the calf bone (Bone_calfRT).
Now, link both feet root bones
(we usually have one only, but
remember we had to create a
'special' chain for the heel
of the foot) to this helper.
You may turn off rotation inhertinaces
for this one, depending on what
you need this character do.
We're done. This node is used
to rotate the feet.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
Fig
21. Foot Control
Now,
let's add another helper to
aid us in controling the rotation
plane for the leg's IK solver
(or, in other words, aim the
knee). Create another point
object, and align it to the
thigh bone's root (Bone_legRT).
Now, move it forward to the
front of the character. Name
it LegSwivel_RT. Link this node
to the hips bone (Bone_hips).
This will keep knee orientation
relative to the hips rotation.
Now, select the IK chain's goal
and go to the motion panel.
Click on the Pick Target button
under IK Solver Plane in the
IK Solver Properties rollout,
and pick this object. Now the
knee will always aim towards
this node.