Animation menu Animation - CAT submenu Apply Max IK
The Apply Max IK tool
enables you to use the 3ds Max Design IK systems to animate CATRigs.
You can use splines to control long tails, or HI/IK on digits to
give a character’s fingers and toes IK controls.
The 3ds Max Design IK Systems
can affect only one layer at a time. This gives you the ability
to use IK and FK on the same character at different times in the
animation. Alternatively, you can assign the 3ds Max Design IK system
to a relative layer at the bottom of the stack to control all layers
on your character.
Using Spline IK
When assigning Spine
IK, the tool needs a spline to use to control the IK system. The
tool can create a new spline based on the CATBone hierarchy you
TipAlways make sure
the hierarchy to which you assign the spline IK system is bent before
assigning the IK system. Bend the hierarchy in the direction you
would like to see the largest range of motion. For example, when
constraining the tail of a lizard, bend the tail around the body
to help configure the IK system for optimal motion. If the tail
is perfectly straight before you assign the IK system, then the
bones in the tail could flip around later, when the tail is animated.
Click Yes and a spline
will be created using the shape of the tail as a guide. You can
also choose an existing spline to control your character.
The spline will be created
with the number of knots specified on the Apply IK dialogue. Now
you can animate the Point helpers to drive the animation of the
HI/IK System applied
to the toe of the Lizard.
- Pick Hierarchy
Select the bones to which
to apply the IK system. You can select arms, legs, fingers, toes,
- Pick IK Solver
Choose an IK system to assign
from the drop-down list.
For details about the
solver choices, see the IK Solvers section of the main 3ds Max Design help.
- Pick Layer
Use an existing layer
to hold the IK system, or let the tool create a new layer.
- Num Knots
When creating a new spline
for a Spline IK system, defines the number of knots for the spline.