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Lesson 20: Inverse Kinematics

Inverse Kinematics involves the use of special skeleton hierarchies made up of joints. To create a character that uses the skeleton as its deformation frame, you must learn how to set up and animate skeleton joints. When learning to work with skeletons, remember that joint hierarchy can work in the opposite direction of a normal hierarchy. In other words, information can be passed from lower nodes to upper nodes until a root joint is reached.

IK skeletons let you control the movement of characters easily, as well as rotations of the limbs of those characters. They also form the underlying structure that later controls the skin deformation of the characters.

In this lesson, you construct a basic biped skeleton. You also learn to apply IK handles and set some joint limits. You then apply keyframes to animate the movement of the skeleton and its limbs.

Initial Setup

For this example, you start with an empty workspace.

Set up a New workspace

  1. From the File menu, select New.
  2. Tumble the Perspective view window to see a more 3D view of the scene.

Draw a Skeleton

To start, you build a biped-like skeleton using efficient construction techniques and shortcuts available to you in Alias.

Create the right biped leg

  1. Select Objects Draw Skeleton.
  2. Click the Grid button in the upper right of the menu bar to toggle Grid snapping on.
  3. In the Front window, click at the origin to place the first skeleton joint. This will form the skeleton's hip.
  4. Next, click one unit to the left of the first joint to place the right hip joint.

    Note: Since the model is facing us, our left is the skeleton's right.

  5. Place the knee joint 2 units down from the hip joint, and the ankle joint 2 units from the knee joint.

    At this point, you have constructed most of one leg. The next step is to construct the foot of the skeleton. To do this, you place the next skeleton joint in the Right window.

  6. In the Right window, click one grid unit to the left of the ankle joint, to place the "foot joint" of the skeleton.

    Create the left biped leg

  7. Select Pick Object. Click-drag over or click on a joint of the constructed skeleton.

    By using Pick Object, you have now selected the top dag node (it would be shown in the SBD window) of the skeleton (the anchor node), which is the hip joint. Draw Skeleton draws joints from the currently active dag node, which lets you draw off the hip to construct the left leg.

  8. Select Objects Draw Skeleton. In the Front window, click one grid unit to the right of the waist joint to place the left hip of the skeleton.
  9. Click two units down to place the left knee and two more units down to place the left ankle.
  10. In the Right window, place the foot joint one grid unit to the left of the ankle joint. Here's a Perspective view:

Construct the backbone of the character

  1. To select the hip of the biped skeleton node, press the Shift key and select the UP arrow on the keyboard four times.

    Note: Each time you select the UP arrow, you move up one joint in the skeleton's hierarchy, allowing you to traverse the skeleton quickly. To move down a skeleton joint level, use the DOWN arrow. To select a joint at the same hierarchy level as the currently selected joint, such as is the case with the hip joints, select the LEFT and RIGHT arrows. These keys work for any dag node hierarchy.

    Tip: If you get lost, select Pick Nothing then Pick Joint. Click the top node of the skeleton to pick it. Both of the legs are highlighted. Again, remember that you must click-drag over or directly on a joint.

  2. In the Front window, click to place three joints one grid unit apart from each other to form the backbone of the character.

When you placed the first backbone joint, a bounding box appeared around the three joints that branch off from the top node of the hierarchy. This box helps to remind you that the bones leading to these joints all share the same rotational values.

Construct the arms of the character

  1. With Draw skeleton still selected, click two grid units to the left of the top joint in the backbone to form the right shoulder joint.
  2. Click two grid units below the shoulder joint to form the elbow joint.
  3. Click another two grid units below the elbow joint to form the wrist joint.

  4. Using the Shift-UP arrow shortcut, press the UP arrow three times to move back up the skeleton's dag structure until the top of the backbone is highlighted with dotted lines. Dotted lines indicate that the selected joint is the parent joint to all the other selected joints.
  5. Repeat steps 1 through 3 to create the skeleton's left arm.

Construct the neck and head of the character

  1. Use the Shift-UP arrow shortcut to go up the character's skeleton until you reach the top of the backbone. The top joint and the two arms should be highlighted.
  2. In the Front window, click one grid unit up from the top of the backbone to form the neck joint. Click another grid unit up from the neck joint to form the "head" joint.
  3. In the Right window, click one grid square to the left of the last joint to create a "nose" for the character. Construction of the biped skeleton is now complete.

Modifying Skeletons

There are different ways to modify the skeleton. This kind of adjustment is often necessary to reposition the joints to match existing geometry better, or to change the overall proportions of the skeleton.

Turn off Grid snap and select right shoulder joint

  1. Click the Grid button to turn Grid snap off.
  2. Select Pick Nothing, then select Pick Joint. With the middle mouse button, click-drag in the Front window over the two knee joints to pick them without picking any other joints.

    Move the knee pivot points

  3. Select Xform Local Set pivot. Click-drag with the middle mouse button in the Right window to move the knee joints' pivot positions forward.

    Note: When moving a joint with the Set pivot tool, you are only moving the joint and not any other part of the skeleton.

    Tip: In order to prepare the legs for IK, it is important that they already be a little "cocked." The rest position of the legs, then, gives the IK solver information that will help it analyze and interpret IK motion. Had you left the legs straight, the IK solver would not know which direction to begin rotating.

    Move the skeleton's elbow joint and arm

  4. Select Pick Nothing, then select Pick Joint. Pick the two elbow joints.
  5. Select Xform Move. Using the middle mouse button, click-drag in the Right window to move the elbow joints back a little.

    Note: When using the Move tool on a joint, all the joint nodes below the elbow joint are also moved. This is a quick way to re-adjust the positioning of a whole skeleton chain, such as an arm or a leg chain.

    Rotate the skeleton's elbow joint and forearms

  6. Select Xform Rotate. Click-drag with the left mouse button in any window to rotate the forearms up to around hip level.

Again, you have put a slight angle in the elbow joint to assist the IK solver. Now the character seems almost poised for action, which is better for the upcoming steps.

Note: When using the Rotate tool on a joint, all the joint nodes below that joint are also moved. This is a quick way to re-adjust the positioning of a whole skeleton chain, such as an arm or a leg chain.

Move the whole Skeleton up

  1. Select Pick Nothing and Pick Object. Click on any of the skeleton's joints to pick the whole hierarchy.
  2. Select Xform Move. Press the Alt key to temporarily turn on grid snapping and click-drag up so that the character is standing with his feet on the ground plane. The top node will be at (0, 0, 4).
  3. When you are finished, change the various view windows to get a better view of the character.

The Rest Pose

In the last few steps, you have prepared the skeleton joints for the IK solver. To preserve this pose in case you want to return to it during an animation, you must set a rest pose. By default, a rest pose is created when you first place down joints. However, after moving and rotating the joints into new positions, you must set a new rest pose.

The IK solver uses the rest pose as the reference pose for its solution. As a result, different rest poses act differently.

Setting the Rest Pose

  1. With the skeleton picked, go to the Edit menu and select Rest pose Set rest pose. Now this position will be used by the IK solver.

    Pose the character by rotating the joints

  2. Now, select Pick Nothing, then Pick Joint. Click on one of the skeleton joints to pick it for editing.
  3. Select Xform Rotate. Click-drag with the right mouse button to rotate the chosen joint.
  4. Click on other joints and click-drag to rotate them into an interesting pose.

    Tip: One method of animating a skeleton is to Rotate joints like this, then use Set keyframes on the joint rotations. While this solution can be tedious on its own, it is a useful method of applying secondary animation to a skeleton that also uses IK chains.

    Assuming the Rest Pose again

  5. Select Pick Object. Click on any of the skeleton's joints with the middle mouse button to pick it.
  6. Go to the Edit menu and select Rest pose Assume rest pose. The character goes back to the rest pose that was set earlier.

IK Handles

While rotating joints enables you to create a pose for a character, the steps involved often lead to a robot-like motion since the limbs are not acting as complete appendages. By applying IK handles to the skeleton, you can create IK solutions that let you animate various body parts as interconnected limbs.

Add an IK handle to the left arm

  1. Select Pick Nothing.
  2. Select Objects Add IK handle. Click the shoulder joint of the left arm to make it the root of the IK chain.
  3. Next, click the wrist joint of the left arm to make it the end effector of the IK solution.

    You have now applied a single chain IK solution to the left arm. Connecting the Root and the End Effector is a yellow line known as the Limb Axis line. This helps you determine the start and end points of the IK chain.

    Add an IK handle to the right arm

  4. With Add IK handle still selected, click the shoulder joint of the right arm to make it the root of another IK chain.
  5. Click the wrist joint of the right arm to make it the end effector of the IK solution.

    You have now applied a single chain IK solution to the two arms. This way, you can animate them by manipulating the IK handles.

    Move the IK handle

  6. Select Xform Move. Click-drag in the Right window to move the right arm's IK handle. The IK handle lets you drag the arm. Because the single chain is an analytical IK solution, the motion is fluid and predictable.

  7. Click-drag in the Front window to see the effect in this view.
  8. With nothing picked, select Pick IK handle. With the middle mouse button, click the other IK handle.
  9. Select Xform Move and move it into a new position.

    Re-assume the Rest pose

  10. From the Edit menu, select Rest pose Assume rest pose. The left arm goes back to the rest pose.

    Note: Because only part of the skeleton's hierarchy was picked, only this part returned to the rest position.

  11. Click the right arm's IK handle to pick it. Go to the Edit menu and select Rest pose Assume rest pose. The right arm goes back to the rest pose.

More IK Handles

The arms use a single IK handle to control motion. To control the legs, you can apply one IK chain from the hip to the ankle and another from the ankle to the toe.

Add an IK handle to the left leg

  1. Select Pick Nothing.
  2. Select Objects Add IK handle. In the Perspective window, click the hip joint of the left leg to make it the root of the IK chain.
  3. Next, click the ankle (not the toe) joint of the left leg to make it the end effector of the IK chain.

    Add an IK handle to the left foot

  4. With Add IK handle still selected, click the ankle joint of the left leg to make it the root of the IK chain.
  5. Next, click the toe joint of the left leg to make it the end effector.

    You have now applied a single chain IK solution to the leg and the foot.

    Move the IK handle

  6. Select Pick IK handle and click-drag a pick box with the middle mouse button over the two IK handles on the left leg.

    Select Xform Move. Click-drag in the Right window to drag the end effectors belonging to the leg and the foot.

    Because you have used an extra IK handle on the foot, notice how the foot maintains its angle with the ground. In the next lesson, you will learn how to use constraints so that you can rotate the two IK handles as if they make up a single foot.

    Re-assume the Rest pose

  7. From the Edit menu, select Rest pose Assume rest pose. The character goes back to the rest pose.

    Repeat for the Right leg

  8. Use Add IK handle to add IK chains for the right leg and the right foot.

Setting Limits

While manipulating the IK handles, you may have noticed that the elbow and the shoulder joints have a great deal of freedom. While this freedom is preferable in most situations, you also have the ability to restrict some of the motion by setting limits to some of the joints.

You can set limits to the knee or ankle joints which lie within the IK chain. You can't, however, set limits to the hip joint, which is the root joint. The root needs 360 degrees of freedom in all three directions in order to solve properly.

Open the Skeleton editor

  1. Select Pick IK handle and click-drag a pick box with the middle mouse button over the right leg's two IK handles.
  2. With the right leg's IK handles picked, go to the Windows menu and select Edit Skeletons.... From the Editor's List Mode menu, select Picked.
  3. From the Editor's List Type menu, select Handles. The right leg's IK handles and all associated joints are shown. You may need to click-drag on the divider bar to see all the names.

    Note: The order of the listing of joints may be different than what is shown.

  4. Double-click the IK handle name that contains two joints. Change its name to ik_handle_rfoot. Use the same method to change the other joint names. Rename the other ik handle and its joints (as shown in the following).

    Set Limits on the right knee

  5. To expand the spreadsheet listing for the right knee, click the button with the three wavy curves. The various parameters are now visible.

    Note: In order to set rotations, you must click X rotate to highlight the row in white, as shown below.

  6. Click in the Use Limits column along the X rotate row.

    Notice that the Minimum and Maximum rotational limits columns become un-grayed. This lets you type in values for the minimum and maximum rotations directly or you can set them in a more interactive manner.

  7. Select Xform Move. In the Right window, click-drag until you're satisfied with the rotation of the knee.

  8. Make sure that you have selected X rotate in the Skeleton Editor.

    Tip: The name must be highlighted if you want to set a value on the channel.

  9. In the Skeleton editor's Set menu, select Maximum. This places the current rotational value into the maximum column for the X rotation of the knee.

  10. With Move still selected, click-drag in the Right window until the leg is outstretched.

  11. Select Set Minimum. This sets a minimum angle.

    Test the motion of the leg

  12. Select Xform Move. In the Right window, click-drag to move the end effector.

    Note: The knee will stop rotating when it hits the maximum angle. You could also set limits for other joints.

    You cannot set limits for the hip joint or the ankle joint because they are root joints and need at least a full 360 degrees of motion.

    Tip: You may find that the leg stops too harshly and you don't want to use limits. In this case, simply make sure that you don't create exaggerated leg positions while keyframing.

    Re-assume the Rest pose

  13. Go to the Edit menu and select Rest pose Assume rest pose. The character goes back to the rest pose.

    Set Limits on the left knee

  14. On your own, use the steps outlined above to now set limits on the left knee. Don't forget to Assume rest pose after testing the motion.
  15. Close the Skeleton Editor.

Adding General Selection Handles

Before you begin animating the skeleton, you can use a general type of selection handle to improve the upcoming workflow. Since you are working with IK handles and joints, you would find yourself switching back and forth between these two pick modes.

You can apply general selection handles to any dag node. The advantage of this is you can use a single pick mode (Pick Object Types Selection handle) while keyframing to streamline the workflow.

Add a Handle to the top joint

  1. Select Pick Object. Click on any of the skeleton's joints with the middle mouse button to pick the whole skeleton.
  2. From the Edit menu, select New selection handle. A selection handle is placed at the skeleton joint.
  3. Select Xform Local Move selection handle. In the Perspective window click-drag with the left mouse button to move along the X axis.

    Tip: You can separate the handle from the actual joint so that it is easier to see. This is not necessary but you may find it easier to see the handles.

    Add Handles to the IK Handles

  4. Select Pick Nothing, then select Pick IK Handle. Click-drag a pick box over all the IK handles.
  5. From the Edit menu, select New Selection handle. A selection handle is placed on top of each of the IK handles.

    Note: It would seem that putting a selection handle on an IK handle would be redundant. Now you can use the Generic selection handles to pick both IK handles and joints using the same pick mode.

    Tip: If you want, you could use the Move Selection handle tool to move the handles outside the character. For now, leave them where they are.

    Add Handles to other joints

  6. With nothing picked, select Pick Joint. Click the joint between the shoulders at the base of the neck.
  7. From the Edit menu, select New Selection handle.
  8. Select Xform Local Move selection handle. In the Front window click-drag to place the selection handle just above the character's right shoulder.

  9. Select Pick Nothing, then select Pick Object Types Selection handle. With the middle mouse button, click the different selection handles to see how you can now pick both IK handles and joints with this pick mode.

Animating the skeleton

The next part of this lesson involves animating the skeleton so that it starts in a standing position and then sits down on a bench.

Create and transform a primitive cube

  1. Select Objects Primitives Cube. In the Right window, press the Alt key and click the grid square to the right of the character and one grid square above the ground line.

  2. Select Xform Nonp scale. Enter 6, 1.5 2 to scale the cube into a bench-like shape.

    Move the skeleton

  3. With nothing picked, select Pick Object Types Selection handle. With the middle mouse button, click the selection handle that belongs to the top node (the hip joint) of the skeleton hierarchy.
  4. Select Xform Move. Click-drag in the Right window to move the skeleton to the right, over the bench.

    Note: You cannot move the skeleton to a sitting position.

  5. From the Edit menu, select Undo.

    Set Keyframes on the handles

  6. Press the Shift key and the middle mouse button to click-drag a pick box around all the selection handles to pick them.

    Note: Because the current pick mode is Selection handle, you can pick the handles by pressing the Shift key while using the Move tool.

  7. Make sure the Current frame is set to 0 in the time slider. From the Animation menu, select Set keyframe.

    Keyframes are set for all the handles at frame 0.

    Move the skeleton again

  8. Use the middle mouse button to click the selection handle belonging to the top node (the hip joint) of the skeleton hierarchy.
  9. Select Xform Move. Click-drag in the Right window to move the hips to a sitting position.

    With keyframes set, the IK chains can work backwards. This lets you animate the body and have the arms and legs remain planted in their keyframed positions.

  10. Without setting new keyframes, enter 0 as the current frame in the time slider to re-load this frame and reposition the character standing up.

Animating the character

To animate the character, continue to set keyframes on joints and IK handles. In this case, the character will look to the left and right before extending hands and sitting down.

Rotate the shoulders and keyframe

  1. With Selection handle picked, use the middle mouse button to click the selection handle belonging to the middle of the shoulders.
  2. In the time slider, go to frame 2.
  3. From the Animation menu, select Set keyframe.
  4. In the time slider, go to frame 15.
  5. Select Xform Rotate. Click-drag with the right mouse button and rotate the shoulders to the character's right.

  6. From the Animation menu, select Set keyframe.
  7. In the time slider, go to frame 30.
  8. With Xform Rotate still selected, click-drag with the right mouse button and rotate the shoulders to the character `s left.

  9. From the Animation menu, select Set keyframe.
  10. In the time slider, go to frame 40.
  11. With Xform Rotate still selected, type 0 and press Enter to rotate the shoulders back to a straight position.

  12. From the Animation menu, select Set keyframe.

These keyframes create a motion where the character looks around the room before sitting down.

Sitting the character down

Now, set keyframes on the top node of the character and on the IK handles themselves. Animate the character sitting down with arms stretched back to break the fall.

Sit the character down and keyframe

  1. Use the middle mouse button to click the selection handle belonging to the top node of the skeleton hierarchy.

  2. Make sure the time slider is set at frame 40.
  3. From the Animation menu, select Set keyframe.
  4. In the time slider, go to frame 75.
  5. Select Xform Move. In the Right window, click-drag the character into a sitting position.

  6. From the Animation menu, select Set keyframe.

    Lower the arms and keyframe

  7. While pressing the Shift key and the middle mouse button, click-drag a pick box around the two handles belonging to the character's arms.
  8. In the time slider, go to frame 38.
  9. From the Animation menu, select Set keyframe. This will start the arm extension extending before the character starts sitting.
  10. In the time slider, go to frame 65.
  11. Select Xform Move. In the Right window, click-drag the hands down to the bench to help break the fall. This motion will also anticipate the sitting motion.

  12. From the Animation menu, select Set keyframe.

    Playback the results

  13. Playback the motion in the time slider.
  14. Stop the playback when you are finished.

Adding Secondary movement

To complete the character animation, you should add some outward rotation to the arms while they absorb the impact of the character's sitting motion.

All IK chains lie on a plane that cannot, by default, be rotated. You can now use the Information window to change the control type of the IK handles and control other types of motion such as the rotation of the plane.

Edit the Control type for the right arm

  1. Use the middle mouse button to pick the selection handle belonging to the right arm's IK handle.
  2. From the Windows menu, select Information Information window.... In this window, open the IK Handle info section. You can see that the Handle Type is Single and the root and end effectors are defined.

    Also, notice that the Control type is set to Translation Only. By default you can only translate IK handles with no control over the plane of the IK solution. This makes IK easier to use but can limit the ability to achieve certain types of motion.

  3. From the Control type pop-up in the Information window, select Plane Rotation.

    In the modeling views, a circle and a Plane Indicator icon appear on the root of the IK chain. These new controls let you rotate the plane of the IK chain using the left mouse button in combination with the Rotate tool.

    Note: The third Control Type is called Plane/ Pole rotation. This Control Type lets you control the chain's Pole Axis, which helps you deal with extreme types of motion where the IK chain may flip. If you encounter flipping, then you can find out more about this Control Type in Animating in Alias.

Edit the Control type for the left arm

  1. Repeat the steps outlined above to change the left arm's Control Type to Plane Rotation.
  2. Close the Information Window.

    Set Keyframes on the left arm

  3. With the left arm's IK handle selected, go to frame 65 in the Time slider.
  4. From the Animation menu, select Set keyframe. Click Yes when asked to overwrite keyframes.
  5. In the time slider, go to frame 78.
  6. Select Xform Rotate. Click-drag with the left mouse button and rotate the left arm until its plane is rotated out from the body.

  7. From the Animation menu, select Set keyframe.

    Set Keyframes on the right arm

  8. Use the middle mouse button to again pick the selection handle belonging to the right arm's IK handle.
  9. In the time slider, go to frame 65.
  10. From the Animation menu, select Set keyframe. Click Yes when asked to overwrite keyframes.
  11. In the time slider, go to frame 78.
  12. Select Xform Rotate. Click-drag with the left mouse button and rotate the arm until its plane is rotated out from the body.

  13. From the Animation menu, select Set keyframe.

    Playback the results

  14. Play back the motion in the time slider.

    Save the work

  15. From the File menu, select Save as and save the file as sitting_01.

This completes the basic setup of a skeleton animation. If you don't like the motion, you can work with the keyframe tangents in the action window or apply other keyframing techniques to improve the quality of motion. Use this skeleton to explore some of the keyframing possibilities.

Working with the Rest Pose

Before going to the next lesson, you should take a closer look at how a skeleton's rest pose affects the quality of motion generated by the single chain solution. Using two IK chains with different rest poses, you can explore how rest poses affect the character's motion.

Open a new file

  1. From the File menu, select New.
  2. From the Layouts menu, select Front. Track the view until the X axis line is near the top of the window.

    Draw a skeleton chain

  3. Select Objects Draw Skeleton.
  4. Press the Alt key to use grid snapping and place four joints. Place the first joint at 0, -3. Place the second at -3, -3. Place the third at -6, -3. Place the fourth at -7, -3.

    Add an IK handle

  5. Select Objects Add IK handle.
  6. Click the top joint of the chain first (the root), then on the last joint (the end effector).

Comparing Rest positions

The sitting man's IK chains only contained one internal joint. In this example an extra joint is added to show how a chain that spans three bones reacts to its rest position. In the earlier example, the IK chains only spanned two bones and the rest position had less influence on the final result. The rest position is most important with a chain that spans three or more bones.

You'll now move the IK handle on this bone, then duplicate it to create different rest positions. Each will create a different kind of motion when animated.

Move the IK handle

  1. With the IK handle active, select Xform Move and click-drag to move the handle.

    Note: The lowest joint moves but the middle joints are locked up. This is because the rest position doesn't include any rotation, so the IK chain can't decide which direction to go.

  2. From the Edit menu, select Rest pose Assume rest pose.

    Change the knee joint on the skeleton

  3. Select Pick Joint and with the middle mouse button click the second joint from the top of the chain.
  4. Select Xform Local Set Pivot and click-drag with the middle mouse button to move the joint to the left.

Note: Since Set Pivot does not affect joint rotation, you don't need to set a new rest position. The rest position must only be reset if the joints have been rotated by either the Rotate tool or a dragged IK handle.

Move the IK handle again

  1. Select Pick IK handle and use the middle mouse button to pick the handle.
  2. Select Xform Move and click-drag the end effector to move the handle.

    Note: This chain now bends at the upper joint in an appropriate way. At the same time, the lower joint remains fairly rigid because it is locked by its rest position.

  3. From the Edit menu, select Assume Rest Pose.

    Duplicate the skeleton

  4. Select Pick Object and with the middle mouse button, click the top joint of the chain.
  5. From the Edit menu, select Duplicate object.
  6. Select Xform Move. Using the middle mouse button, click-drag to move the chain to the right.

    Change the knee joint on the second skeleton

  7. Select Xform Rotate. Using the middle mouse button, click-drag to rotate the knee joint up.
  8. Press the Shift and the Down arrow buttons to move the lower joint. Rotate this joint. Do the same for the other joints until the skeleton appears as follows:

  9. Select Pick Object. With the middle mouse button, click the top joint of the duplicated leg.
  10. From the Edit menu, select Rest pose Set rest pose. Since the skeleton was edited using the Rotate tool, a new rest position has to be set

    Note: The two Rest positions will animate differently. The Rest position of the duplicated leg will put more rotation in the ankle joint.

    Move the IK handle

  11. Select Pick IK handle. With the middle mouse button, pick the IK handle on the duplicated leg.
  12. Select Xform Move and click-drag on the end effector to move the handle so that it looks like the original leg. As you will see, this chain has more rotation on the ankle joints.

Animating the two IK Chains

The best way of comparing the results of changing the rest positions is to animate the two chains and compare their motion.

Set Keyframes on the two chains

  1. Select Pick IK handle. With the middle mouse button, click-drag over the two IK handles.
  2. In the time slider, go to frame 0.

  3. From the Animation menu, select Set keyframe.
  4. In the time slider, go to frame 30.
  5. From the Animation menu, select Set keyframe.
  6. In the time slider, go to frame 15.
  7. With Xform Move, drag the two IK handles into a new position.

  8. From the Animation menu, select Set keyframe.

    Preview the Results

  9. In the time slider, select Min/Max as the preview range.
  10. Press the Play button to preview the motion.

    You will see that the first solution is locked just above the end effector while the second solution has more rotational freedom.

By setting different rest poses, you can change how the IK chain solves. This in turn affects the quality of the resulting motion. While no one solution is particularly better than another, you may want to test several rest poses to find the one that best suits the particular animation needs.



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