A Bone Motor that allows you to animate the bone using Inverse Kinematics. This operates on a chain of bones, with the final bone being the end-effector. You proceed to drag/move the target point of IK around in the 3D viewer and the entire bone chain will try to fit a pose that targets the target point. This is useful for animating limbs/bone chains where you just want to animate a target point and let the motor take care of posing the rest of the bones automatically.
The Pole Target is a point that can be dragged around in the 3D viewer. It affects how the bone segments between the start and end of the bone chain pose in order to meet the requirements of the final target point. Since there are multiple configurations capable of posing the bone to meet the requirements of posing to reach the target point, the Pole Target functions as an adjustment feature to allow you to adjust how the segments in between pose. In the 3D Viewer, you can switch modes between dragging the Target Point or the Pole Target. Try experimenting with moving the Pole Target around to see how the final pose of IK appears for the character.
- TargetPosX : Target position in X in world space
- TargetPosY : Target position in Y in world space
- TargetPosZ : Target position in Z in world space
- TargetAngleX : Target angle of the final bone in X
- TargetAngleY : Target angle of the final bone in Y
- TargetAngleZ : Target angle of the final bone in Z
- PoleTargetPosX : PoleTarget position in X in world space
- PoleTargetPosY : PoleTarget position in Y in world space
- PoleTargetPosZ : PoleTarget position in Z in world space