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IKINEMA Action for Maya

Stretch IK

IKinema can provide both rotational and translation solving by enabling StretchIK. Every bone in the hierarchy can be converted to a stretchable bone by enabling X,Y,Z Stretch from the attribute window below. 

Stretch is typically assigned along the bone axis only.

Additionally, stiffness can be also assigned on the stretch setting to tune a trade off between
bone stretch and bone rotation.

Stretch can be also enabled on spine and neck bones in marker solving.

Stretch error gain determines the overall effect of the stretch attribute in comparison
to rotational solving.

Min/Max limits can be also adjusted to specify the motion.