Binding Objects (HD Solver)
 
 
 

Use the binding functions in the HD Solver to cause an object to attempt to maintain its position and orientation relative to the world or to another object. A bound object will resist motion in the kinematic chain until the chain is stretched near its limits and the bound object must move to complete the IK solution.

In the top row, the ball is independent of the lamp. In the bottom row, the lamp head is bound to the ball's position.

Setting Binding Options

You can bind an object by position, orientation, or both. Once an object is bound you can set binding axes, weight, and whether the binding is absolute or relative.

Bind Position

Causes an object to attempt to maintain its location or to match the location of a follow object.

Bind Orientation

Causes an object to attempt to maintain its rotational orientation or to match the orientation of a follow object.

Relative

Changes how an object reacts to a bound follow object. See the following discussion about binding an object to a follow object.

Axis and Weight

Set these options to control which axes are affected by the binding and the binding’s influence over other bindings in the kinematic chain.

Binding an Object to the World

You can bind an object to the world if you want the object to hold its position and orientation as long as possible during IK operations.

If you are animating a walking figure you want one foot to remain in place while you position the other foot. Without binding, the whole hierarchy would have a tendency to slide around when you attempt to position a foot. Binding both feet to the world ensures that the unselected foot stays in place while you position the other foot.

Binding an Object to a Follow Object

You can bind a selected object in your hierarchy to any other object that is not a descendant of the selected object. This other object is called the follow object.

The behavior of the bound object varies depending on the state of the Relative buttons next to the bind options.

You might want to animate a figure that always points to another object. Bind the hand of the figure to the other object with Relative active. Turn IK on, and as you move the object, the hand and arm of the figure move to point at it.

Unbinding Objects

If you decide that you do not want an object to be bound you can either turn off the Bind Orientation and Bind Position boxes, or unbind the object from its follow object.