From the course: Rigging a Humanoid Character with Blender

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Creating the leg IK (inverse kinematics)

Creating the leg IK (inverse kinematics) - Blender Tutorial

From the course: Rigging a Humanoid Character with Blender

Creating the leg IK (inverse kinematics)

- In this lesson, we're going to name our bones and also set up our inverse kinematics so that our legs will bend properly when animating our rig. One of the things that I noticed when I was looking at this is that the placement of the legs is a little off in comparison to where the mesh is. I just want to move that over. I'm going to go back in here and I'm going to select all of these joints by shift selecting, grab all these guys, and then go back to the front view and just slide these guys over so that they are aligned better with the mesh. The other thing that I noticed is that this bone here is currently, if you look here in the hierarchy, not linked to the hip bone, which is this one here. And so I want to name this bone correctly and also make the leg a parent. I'm going to go in here and hit the n key in order to bring up my properties, and I'm going to rename this bone. Instead of Bone.Root.001, I'm going to name it Bone.Hips. I'm then going to select this bone and rename…

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