View Full Version : IK and bones

03-03-2004, 02:40 PM
I want to animate a robot I've made you can see it here http://a.1asphost.com/thrillhouse/robot%20copy.jpg . As you can see all of the joints have a pivot point of some sort (interlocking piece or ball). So I don't want to have any bending, just rotating. So I figured I wouldn't use any bones and just rotate the limbs, but I would like to use Inverse Kinematics. I don't know if that is possible using just objects. If it is please help. Otherwise what would you suggest? I haven't used weightmaps with bones yet but would that be the way to go? Thanks.


03-03-2004, 02:47 PM
In LW you don't need bones with IK in order to animate the components in your robot.

Select each component that will be part of an IK chain, set its HPB channel to be affected by IK in the Motion Options panel (m key), and give the IK chain a goal null to reach for. Make sure the hips and torso are "Unaffected by IK of Descendants" if you want the IK chains to stop before reaching those two parts of the robot.