Blend between IK and rotations
When you animate a bone chain you sometimes want to use bone rotations to drive the motion while other times you want to use an IK goal.
Houdini’s IK set-up lets you smoothly transition between the two control schemes with a blend attribute you can set with an interactive handle in the Pose tool.
Tip | The blend handle and Snap to IK/Rotates menu items mentioned below are available when using the default, single goal setup. If you change the default setup to blend between multiple goals, these UI convenience features will not work. See two approaches to rigging for details. |
| To... | Do this |
|---|---|
Blend/switch between IK and rotations |
|
Reset the bones to match the IK or rotations | |
Keyframe IK/rotation blending setups |
Note | The blend parameter is part of the kinematics channel operation (kin_chop) that is driving the Inverse Kinematics solution. When you adjust this value using the handle, Houdini updates the parameter on the channel operator. |


