If you have non-human actors in iClone, you may also utilize IK and FK to adjust the poses and generate motions for them.
Right-click on the non-human actor and select Motion Menu/Edit Motion.
Select Rotate tool in the control bar.
Click on the non-human actor to pick a bone. Alternatively, you may pick a bone by clicking on the node in the tree view in the Edit Motion Layer panel.
Click on the actor to pick the bone. |
Click bone in the panel. |
Drag Left Mouse Button to rotate the selected bone.
Please refer to the What is IK/FK and How to Use FK sections for more information about FK.
Since IK relates to a chain of nodes, it is necessary to anchor the head of the chain so you may move the end node with IK method.
Right-click on the non-human actor and select Motion Menu/Edit Motion.
Select the Move tool in the control bar.
Hold down Ctrl key and click on a node to define it as the start of the IK chain. It then is marked with a blue box.
You may Ctrl click again to cancel the anchor.
Pick another node to be the end node of the chain. (don't hold Ctrl key)
Ctrl-click to anchor the start of the IK chain. |
Click another bone as the end of the IK chain. |
Drag across the 3D viewer to modify the whole chain with IK control.
Please refer to the What is IK/FK and How to Use IK sections for more information about IK.
Note: |
If you intend to set a node as Absolute, check the box next to the node in the Edit Motion Layer panel. For more information about Absolute/Relative, please refer to the Absolute and Relative Bone section. You may also refer to the Select Bone section for more information about the IK Constrain and the Mirror features. |