Inverse Kinematics Methods

Inverse kinematics builds on the concepts of hierarchical linking. To understand how IK works, you must first understand the principles of hierarchical linking and forward kinematics. See Animating with Forward Kinematics and Inverse Kinematics (IK).

IK Solvers

IK solvers are specialized controllers that apply IK solutions procedurally across a range of frames.

Four different IK solvers ship with 3ds Max:

Tip: In order to put an IK solver on a two-bone chain, a third bone is needed. Choose the first bone, then from the Create menu click IK solver, then click the third bone in the viewport.

In general, all IK solvers:

An IK solver places keyframes only on the IK goal or end effector, as opposed to forward kinematics (or the non-solver IK methods), which place rotation keyframes on the bones or hierarchical objects themselves.

Other IK Methods

In addition to the IK solvers, 3ds Max provides two non–solver methods of inverse kinematic animation: Interactive IK and Applied IK. These IK methods do not apply an IK solver.

Note: These are older IK methods carried over from the earliest versions of 3ds Max. It is generally recommended that you use IK Solvers in preference to Interactive or Applied IK.