Here are the controls for setting the joint limits when using the HI Solver. You can turn X, Y, or Z axes on or off, limit them, and set those limits here. This is also where the preferred angle is defined, and adjusted. The preferred angle defines the direction a chain will bend, which angle a chain will tend to rotate toward.
Note: Sliding joints are implemented in the HI Solver, but they do not take part in an IK solution. They do, however, take part during FK interactive manipulation.
Use the HD Solver if you need to animate sliding joints with inverse kinematics.
Interface
Sliding Joints rollout
X, Y, and Z Axis groups
- Active
- Activates an axis (X, Y, or Z). Allows the selected object to slide on the activated axis.
- Limited
- Limits the range of motion allowed on an active axis. Use in conjunction with the From and To spinners. Most joints are limited in their range of motion along an active axis. For example, a piston slides only within the length of its cylinder.
- From and To spinners
- Determine position limits. Use in conjunction with the Limited function. Clicking the labels From and To moves the object to its limit position. Use this to check the sliding limits on an object.
Rotational Joints rollout
X, Y, and Z Axis groups
- Active
- Activates an axis (X, Y, or Z). Allows the selected object to rotate about the activated axis.
- Limited
- Limits the range of rotation allowed on an active axis. Use in conjunction with the From and To spinners. Most joints are limited in their range of rotation along an active axis. For example, a wheel rotating around an axle could be limited to rotate around only one axis.
- From and To Spinners
- Determine for rotation limits. Use in conjunction with the Limited function. Clicking the labels From and To rotates the object to its limit rotation. Use this to check the rotation limits on an object.
- Preferred Angle
- Used by the HI Solver to set the initial pose for internal calculations. Determines the direction of rotation preferred by a bone.