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Chapter 3. Changes in Animation > Inverse Kinematics (IK)

Inverse Kinematics (IK)

As stated earlier, bone hierarchies are typically used in conjunction with inverse kinematics (IK) chains. The IK systems in previous versions of max have typically been problematic, but, thankfully, with version 4 this has been totally rewritten and now is one of the most advanced IK systems available commercially.

A Review of IK

Before delving into what makes the new IK system so good, it’s important to review exactly what an IK system is, what it should do, and what terminology is used. Be aware that because of the technically advanced nature of this topic, you should first thoroughly read all the IK chapters of the manual for more detailed explanations of terminology and functionality. In the spirit of the entire book, this chapter is meant to provide practical insights into the application of these tools. Additionally, the chapters on model rigging in Part IV, “Rigging,” provide more hands-on coverage of the IK system.


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