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:

TipIn 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.

NoteThese 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.
  • IK Solvers

    An IK solver creates an inverse kinematic solution to rotate and position links in a chain. It applies an IK Controller to govern the transforms of the children in a linkage. You can apply an IK solver to any hierarchy of objects. You apply an IK solver to a hierarchy or part of a hierarchy using commands on the Animation menu. Select an object in the hierarchy, choose an IK solver, and then click another object in the hierarchy to define the end of the IK chain.

  • Interactive and Applied IK

    Interactive IK and Applied IK are alternative methods to the IK Solver methods.