Join George Maestri for an in-depth discussion in this video Setting up inverse kinematics, part of Blender Essential Training.
When you create a basic armature, the bones manipulate the character by…rotating, and this is called forward kinematics.…But there are times when you'll need inverse kinematics, which will stick a bone…to an actual object or position in the scene.…This is particularly useful in the feet of the character.…You want the feet to stay planted on the ground, but you may want to move the…hips of the character or the rest of the character around to position them above the feet.…So let's take a quick look at how to set up inverse kinematics.…
Now I have my character here, and I am just going to put him into Wireframe mode…so we can kind of see what we're doing with him.…And I want to take the legs and put an inverse-kinematics chain at the ankle so…that way I can keep the feet planted on the ground.…So we are going to do this by going into Pose mode.…Now we are going to do this by creating an object to use as our end effector for…the inverse kinematics.…So I'm going to add in just an empty object.…
And this is just an object that doesn't render, and we can use this as our end…
- Navigating in 3D space
- Selecting, rotating, and scaling objects
- Using Snap to move objects precisely
- Creating mesh primitives and extrusions
- Subdividing meshes
- Creating a simple creature
- Joining mesh objects and stitching vertices
- Organizing a scene with layers, groups, and hierarchies
- Assigning glossy and reflective materials to objects
- Creating bump maps
- Creating sky and ambient light
- Understanding ambient occlusion
- Adding motion blur and depth of field
- Editing animation in the Graph Editor
- Building and animating a simple character
Skill Level Beginner
Q: This course was updated on 8/12/2014. What changed?
A: We added a single movie on unwrapping objects, a technique that works differently in Blender 2.7. The rest of the instructions in the course work equally well with Blender 2.6 and Blender 2.7.
1. The Blender Interface
2. Selecting and Translating Objects
4. Advanced Modeling
5. Staying Organized
6. Applying Materials
7. Adding Textures
8. Working with Light
9. Cameras and Rendering
10. Basic Animation
11. Character Rigging
12. Rendering in Cycles
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