When you work with a
you can use inverse kinematics (IK) by moving the hands or feet
animation. For example, you can position
an arm by moving the hand.
A biped has three inverse
kinematics parameters that you can vary during the limb's motion
by setting them at each key of the arm and leg tracks. As the limb
moves through each key:
- IK BlendSets
the motion interpolation to be a blend of forward and inverse kinematics.
This will allow you to blend swinging motions with directed hand
or foot motions. The default is 0.0, or full forward kinematics.
- Body or ObjectDetermines
coordinate space of the IK path. This
allows you to move the IK path with your character's body, or temporarily
attach a hand or foot to follow another object or be attached to world
space. The default is Body.
- Join to Previous IK
KeyDetermines if the key should be part of the previous key
(with the same reference position as the previous key).
These controls are in
the IK section of the