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How can I fix bones to the ground without IK?
Hello, "IK" is used in the skeletal structure used for the arm or leg. After using "IK" it asks us to select the bone end as result. The point we have chosen moves in a balanced way with the "origin point of the design". In other words, when we drag the character we designed to the right or left, the "IK points" move in a way focused on the "origin point". Can we do this without using "IK"? Because "IK" wants me to choose two bones. I want to do this with one bone.
Welcome to the Spine forum!
Because "IK" wants me to choose two bones.
No, you can use the IK constraints with a single bone. Simply select a single bone and you can create an IK constraint that constrains only that bone. I have uploaded a video of a simple demonstration of this operation here for your reference:
Is this likely to achieve what you would like to do? If this is not enough for your purpose, please feel free to ask additional questions.
Misaki написалWelcome to the Spine forum!
Because "IK" wants me to choose two bones.
No, you can use the IK constraints with a single bone. Simply select a single bone and you can create an IK constraint that constrains only that bone. I have uploaded a video of a simple demonstration of this operation here for your reference:
Is this likely to achieve what you would like to do? If this is not enough for your purpose, please feel free to ask additional questions.
Ok I tried that and it worked. But there is one more problem. It doesn't happen when I want to do it dry. So how can I make 4-5 bones? My purpose in asking you for a single bone is this. I thought that when one bone is fixed, it will affect other bones. But it did not affect other bones. For example, how can I make a dinosaur tail with 4-5 bones? I want to fix the end of this bone group consisting of 4-5 bones like "IK". Is this possible? "IK" asks me to pick a bone or two. But how do I do this with more bones?
Unfortunately, an IK constraint cannot constrain more than two bones. However, the Pose
tool allows you to translate and rotate multiple bones from the tip of a bone. The user guide shows an example of exactly how to adjust a dinosaur's tail using the Pose
tool.
Tools - Spine User Guide: Pose tool
Also, you can use Path constraints. Constrain any number of bones to a path using a Path constraint, and then bind the path to bones constrained by an IK constraint using weights. Then, you can move the bones constrained by a path simply by moving the IK target bone. I have attached a Spine project that briefly describes this setup, so please check it out:
IK-with-PATH.spine