If we have activated the IK or inverse kinematics in our bone structure then by moving a piece of bone will then move the other bones attach to it. In this simple example I will show you how to apply inverse kinematics on a group of bones. Before we start please take note that I do not change the name of any bone so for example, bone number one will remain as Bone and the second bone will be called Bone.001 and so on.
- First let start to create three pieces of bone as usual, SHIFT-A then select Armature->Single Bone.
- Next switch to edit mode and start to extrude that bone upward, select the tip of the bone and start to extrude it upward, press E for extrude and Z to move upward in the z direction. Extrude two times so now you have three bones.
- Still in edit mode select the top most bone and under the Bone tab under Relations->Parent delete Bone.001 to make that top bone not attach to any parent object.
- Next select Bone.001 which is the second bone from the top and switch to pose mode. Add an inverse kinematics constraint to the bone under the Bone Constraints tab.
- Next under the Target area select Armature and under the Bone area select Bone.002. Bone.001 should now turn yellow indicating that the IK settings have now been activated!
- That is it, now still in the pose mode select the top most bone and move it around in the x, y or z direction with the x, y, z arrow!
- You will see the bottom two bones will follow the top bone!
IK is very useful when it comes to creating a bending pipeline like below…