样条线 IK 约束¶
The Spline IK constraint fits a chain of bones to the shape of a Curve. It's particularly well suited for rigging flexible body parts such as tails, tentacles, and spines, as well as inorganic objects such as ropes.
Note
IK约束是很特殊的约束,因为它们修改了多个骨骼。出于这个原因,他们忽略了他们在堆栈中的位置,并且总是在受影响的骨骼上的所有其他约束之后运行。要在IK之后应用约束,必须首先将最终转换复制到新的骨骼链,例如,使用 复制形变约束。
选项¶
样条线 IK 约束。¶
匹配¶
- 链长
The number of bones affected by the constraint, starting with the owner bone and walking up its chain of ancestors. A value of 1 will only fit the bone itself, a value of 2 will fit the bone and its parent, and so on.
- 均匀分格
When disabled, each bone will cover a distance along the curve relative to its rest length. When enabled, each bone will cover the same distance regardless of its rest length.
- 链条偏移
When disabled, the bone chain will move to match the position of the curve. When enabled, the bone chain will stay at its original starting location and mimic the shape of the curve from there.
链比例¶
- 使用曲线半径
Whether to use the radii of the curve control points as additional X and Z scaling factors for the bones.
- Y 缩放模式
How to stretch the bones along the length of the curve.
- 无:
Reset the bones to their rest length.
- 适配曲线:
Stretch the bones to cover the entire length of the curve.
- 骨骼原始:
Keep the bones' original length (including their Pose Mode scale).
- XZ 缩放模式
How to scale the bones along the normals of the curve (or in other words, how to determine the thickness of the bones).
- 无:
Reset the bones' X and Z scales to 1.
- 骨骼原始:
Keep the bones' original X and Z scales from Pose Mode.
- 反向缩放:
Set the X and Z scales to the inverse of the Y scale.
- 体积维持:
类似于 拉伸至 约束。
- 使用初始缩放
Apply Inverse Scale or Volume Preservation on top of the Pose Mode bone scales, like in the Stretch To constraint.
See also
这个主题深入见于 骨架姿态一节。