An IK solver uses the rest angle to choose how the joint bends as the
goal is moved. For example, you can set the rest angle of the bones
around an elbow joint to control which way the elbow bends.
When you create a bone, the rest angle is 0, 0, 0. (The actual angles
are defined in the bone’s pre-transform values.)
|Edit the rest position of a bone |
Choose Edit > Objects > Bone Kinematic Override: IK
This turns off the IK goal’s control over the bone chain. The
bone rotations all pop back to their rest angles.
Use the tab menu to choose the Transform
Select the bone you want to edit, then click to finish
Press R to switch to the rotate manipulator. Rotate the
bone to its new rest position.
Choose Edit > Objects > Kinematic Override: None to
turn IK control of the bone chain back on.
Now when you use the Pose tool to pose
the bone chain, the joint should bend differently.
|See a bone’s current angles || |