ScriptSpot

Forum topic · General Scripting

Access HI IK solver preferred angles

By RustyKnight · 2007-05-28

Description

Does anybody know of a way to access/change the HI IK solver preferred angles other then "setting" them??

I want to be able to change the direction that the joint bends on the fly.  I've looked at the swivel angle, but this rotates the bones, which is not a desirable solution.

Any help would be appricated

Cheers

Comments (2)

Help

revertMan · 2016-09-25

The issue is still relevant for max 2014? Who realties help or poke his nose?

Sorry for my English, I use a translator.

Okay, I'm an idiot.  I was

RustyKnight · 2007-05-29

Okay, I'm an idiot.  I was looking in the wrong spot.

Bone.controller.Pref[Z|Y|Z]Angle

For those of you who are interested, this is an animatable value and can be accessed either via the IK panel on the hierarchy tab or via the bone objects controller.

For more info look up IKControl in the max script docs

This will allow you to influence the angle of the bone that the IK solver seems to use to determine the best direction to bend them in.  Best to use the last bone in the chain, just before the IK