The Inverse Kinematics rollout displays different controls based on IK Solvers applied to the selected hierarchy. IK Solvers are applied to the hierarchies using the Animation menu.
When an HD IK Solver is applied to an IK chain the Inverse Kinematics rollout displays the controls described below.
The Inverse Kinematics rollout provides controls for interactive and applied IK, as well as the controls for the HD Solver (history dependent). Use Apply IK to calculate an IK solution and generate Transform keys (move, rotate) for all objects in an IK chain (the IK chain must include a follow object). By default, keys are created at every frame.
To use interactive IK:
If you want to use Bones, be sure Assign to Children is not active when you create the Bones.
To use applied IK:
Allows for IK manipulation of hierarchies without applying an IK Solver or using a follow object.
Calculates the IK solution for each frame of the animation and creates transform keys for every object in the IK chain. A bar graph appears on the prompt line to indicate progress of the calculations.
Solves the IK solution for keyframes that already exist for one of the end effectors.
Views the progress of Apply IK frame by frame in the viewports.
Removes all move and rotate keys from the selected IK chain before applying IK.
Sets the range of frames to calculate the applied IK solution. The default settings for Apply IK calculates the IK solution for every frame of the active time segment.