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INVERSE KINEMATICS: THE BONES OF THE THING!
FOR FUN WITH PUPPETS INVERSE KINEMATICS This creates a special layer for the symbols that are part of the IK. You may need to arrange symbols or move layers to expose the symbols you are connecting. THE BONES OF THE THING To create the next bone or child, click and drag on the tail of the previous bone. Bones are linked in this manner. To test the movement, use the selection tool to move the armature by dragging it. Remember the points (head/tail) of the bones become the pivot points. Use selection tool to move around. CONSTRAINT Remove joint rotation- select the bone by clicking anywhere between the head and tail of the bone and check the disable joint rotation in the property inspector. To constrain, but not REMOVE rotation- select the leave joint rotation enabled, but select the constrain property. The indicator shows the degree to which the constrain is happening. Constraints are only added to the head, not the tail. SECRET TECHNIQUE FIX TO ADJUST THOSE CRAZY JOINTS To animate add frames and the drag your armature to change pose.
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