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Optional module - Maxon Computer

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172 CINEMA 4D R11 Quickstart – MOCCA<br />

With these difficulties in mind, what if you could simply grab the hand and move it to where you want it with<br />

the rest of the arm moving itself to follow the hand? This is what IK allows you to do. Instead of rotating the<br />

individual joints one by one and working down the chain, you have an “effector” located near the hand that<br />

you can move to control the movement of the entire IK chain in one go.<br />

In this chapter, we‘ll create an IK chain for our turtle from the previous chapter so that we can then animate<br />

it using IK. Open the file “QS_Joints_Final.c4d” or, if you’re carrying on from the previous tutorial, feel free to<br />

use the result of that tutorial as your starting point.<br />

Another key feature in MOCCA 3 is the super fast IK setup. You select the joints, call the IK Chain tool and that’s<br />

it — the arm is ready to animate using IK! You no longer need to go through a long process of setting targets,<br />

constraints and so on. In the case of the arm, it’s ready to animate in just two steps.<br />

Now it‘s time to get started. Hold down the Ctrl key and select the joints ”shoulder”, “hand” and “Joint.3”. Hold<br />

down the Ctrl key again and choose Character/IK Chain in the main menu while pressing the CTRL-key. That’s it<br />

for now! The Object Manager should look as shown in the next screenshot.<br />

Before we carry on working with the arm, we should switch to the perspective view so that we can see the arm<br />

in three dimensions (Cameras/Perspective).<br />

You’ll find two new objects at the top in the Object Manager: “Joint.3.Goal” and “hand.Goal”. Select both<br />

objects (Ctrl) and make sure that the Model tool is selected in the left toolbar. Select the Move tool in the<br />

top toolbar. Zoom the window as needed to get a good view of the arm and move the object axis around in<br />

the editor. The hand moves around and the rest of the arm follows it. It is not even necessary to set the Pole<br />

Vector to make the elbow bend correctly. However, in order to have control over the elbow we will still set a<br />

Pole Vector ().<br />

To do this, select the “shoulder” joint’s IK tag

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