If any other type of item is encountered in the hierarchy, or another IK chain is present, the IK will terminate at that item. The 'Add Goal' command adds goals to eachĪll the items in the chain must be part of the same hierarchy, and all items must be 3D locator type items (such as joints created by the Skeleton tool, Locators or Mesh items). You can then exit 'Setup' and begin to position the chain. Now when the Goals are transformed, the chain will adjust its potions and rotations toward the goal. IK is applied between the selected elementsĪfter IK has been assigned in this way, MODO retains the selection of the terminating elements, users can then simply add goal items by LMB+clicking on the 'Add Goal' button. Select the 'Root' and 'Terminating' elements To assign IK to just specific parts of a hierarchy, select the Root item first, and then select the additional item(s) where the IK will be terminated and again LMB+click on the 'Assign IK' button. 'Apply IK' applies IK to the entire chain Select the 'Root' element of the hierarchy All items in the hierarchy from the root outward will have IK assigned to them. To assign IK to an entire hierarchy select the Root item of the chain and LMB+click click on the 'Assign IK' button. There are two methods of doing this, either to an entire hierarchy of items or to specific sections of a hierarchy.
#MODO 801 IK RIGGING TUTORIAL FULL#
This can be done to a hierarchy of items, or to a full Skeleton, and can be applied either before or after the binding process. The first step in using IK in MODO is to assign it to the items that you want it to work with, this needs to be done in ' Setup' mode as this will define the rest positions for each joint. The setup of the chains is done easily by simply selecting the target elements and applying the commands found in the toolbox of the 'Setup' and 'Animate' interface tabs under the 'Inverse Kinematics' subtab. While it is commonly used for characters, it can be applied to any hierarchy chain of locator based items. MODO's Full Body IK is an automatic IK system that will work in a wide variety of rigging situations. MODO has implemented an IK system that is fairly automatic and extremely robust. IK works in reverse and is far more intuitive, simply grab the hand and bring to the object and the wrist, the elbow and shoulder joints adjust automatically, maintaining their proper orientation toward the goal, in this case, the hand. If lucky, it would only take a few attempts to get the hand properly positioned to the object. With FK, you would first position the shoulder joint, then the elbow and finally the wrist. For example say you wanted a characters arm to reach for an object on a table. With forward kinematics, one starts animating by positioning the root element and then adjusting all the element down the chain.
![modo 801 ik rigging tutorial modo 801 ik rigging tutorial](https://i.pinimg.com/originals/17/46/b8/1746b8c1d7dbbb9ffb8de4c454797914.png)
There are two methods for animating hierarchies of elements (such as a character) - forward kinematics (FK) and inverse kinematics (IK).