Inverse Kinematics
IK (inverse kinematics) uses a specified starting point (Root Node), ending point (End Node), and goal point (Goal Node) to correctly handle movement of ball joints and bones, such as the bending of a joint.
The IK structure is compatible with other tools and animation formats, such as FBX.
Added Functionality
- Bone functionality added in Shade 13.1 is supported. When using bones, angle limits of the bones themselves can also be used with IK.
- IK Root and End nodes can now be assigned to all selected joints simultaneously when multiple supported joints are selected.
- IK End nodes can now be assigned to multiple joints simultaneously even after assigning the IK Root to multiple joints in no particular order.