As a result, Blenders developers implemented an ' Automatic IK' system which, once enabled in " Pose mode" (" Ctrl+Tab"), applies a generalised set of ' Inverse Kinetic' parameters, " IK constraints" to use their proper name, to the Armature based on the hierarchical structure of a skeleton 'child' bones automatically effect a bone directly above itself and on up through the 'chain'. Setting up IK constraints in Blender can be a tricky and often breaks an Armature if not set up correctly in relation to what Blender is wanting to see. Being able to now manually set up bone influences and relationships mean Armatures can now have similar behaviour without the caveats of the restrictions associated with Auto IK Limitations of Automatic IK ^ Because of the way characters for games tend to be rigged using the " Auto IK" system, certain types of Armature set up become problematic because of the restrictions and limitations placed on the rig via the use of the automated rigging system.
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