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Using the IK Toggle Switch
Setting a Terminator To prevent the child from affecting the entire hierarchy, you need to set a terminator. A terminator is the lowest object in the hierarchy unaffected by movements of the end effector.
Setting IK Limits Setting IK limits can be laborious. In our example, if we wanted to use IK, we should have set the IK limits of the left arm before mirroring it, because the Mirror tool has an option of mirroring the IK limits. Lets not worry about that, and just set some limits for the left arm.
Using Follow Objects Another type of IK in MAX involves using a follow object, often a dummy object, to calculate IK for a certain range of frames. In our example, instead of animating the hand, you would animate a dummy moving from one hand position to another. You would then go to the IK part of the Hierarchy tab and bind the hand to the dummy follow object by clicking Bind and dragging from the hand to the dummy. Then you would click the Applied IK button for the range of the animation. The resulting calculation of the IK is different from using the toggle switch. You can check out the difference between equivalent IK animations in files hierarchy_ik1.max (the same one you created in the above exercise, with the IK toggle switch) and hierarchy_ik2.max (created with applied IK), both of which are included in the CD for this book.
Animating with Bones MAX Bones is a hierarchical system of non-renderable objects with a special IK controller assigned. In this case, the IK Toggle switch and follow objects are unnecessary, because the IK solution is automatically calculated. Bones can be used to deform either a segmented hierarchy or a single mesh. They can also be added to a Character Studio biped when needed. Bones are created from the Systems section of the Create tab. Lets look at an example, applying Bones to our hierarchical model.
Using Bones to Deform a Single Mesh Until MAX R3, Linked XForm was the only way to use MAX Bones to deform a single mesh. For deformation with envelope control, you had to use a third-party plug-in like Bones Pro or Character Studios Physique. In MAX R3, we now have the Skin modifier. Often described as a light version of Physique, Skin allows you to deform a single mesh skin according to envelopes assigned to bones, whether MAX Bones or other objects used as bones. To deform a single mesh, you would make your skeleton and apply the Skin modifier to the mesh. In the Modify tab of Skin, you would add the bones: a hierarchy of MAX Bones or of ordinary boxes. You would then go to the Envelope sub-object level of each bone and adjust it to affect the area of the mesh you want it to deform.
Working in Character StudioUp until now, we have not dwelt on any of the many powerful plug-ins available for MAX. Of these, the most essential for character animation is Character Studio. Character Studio 2.2 ships with MAX R3; you will receive an authorization code for it when you purchase the program. Character Studio is the most common way of animating hierarchical characters in MAX. It is a challenge to master: we will discuss the basic elements of the Character Studio program to get you started. Character Studio consists of two plug-ins: the Biped system, available under Systems in the Create tab; and the Physique modifier. Lets get an overview of each of these plug-ins.
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