Using Objects as Bones

Select a linked object or multiple objects linked to each other. > Right-click. > Transform (lower-right) quadrant of the quad menu > Object Properties dialog > Bone group > Turn on Bone On/Off toggle.

Select a linked object or multiple objects linked to each other. > Animation menu > Bone Options > Bone Options dialog > Turn on Bone On/Off toggle.

You can use arbitrary objects as bones, controlling their animation as if they were bones in a bones system. You can apply an IK solver to the boned objects.

You display objects as bones using either the Bone group in the Object Properties dialog, or by choosing Bone Options from the Animation menu. The controls in these two locations are similar. The Object Properties controls don't include Show Links and Show Links Only, while the Bone Options dialog does not have the Axis controls that constrain the Stretch options.

Caution: When you turn on Freeze Length, this has no visible effect unless you transform the child of the object to which Freeze Length is applied.

Once the objects have been boned, applying an IK solution behaves as it does for standard bone objects. The geometry of the boned objects can stretch or squash during animation.

Procedure

To display objects as bones:

  1. Link the objects you want to display as bones.

  2. Select all of these objects.

    Note: You can turn on Bone for a single object, but this doesn't have much use.

  3. Do one of the following:

  4. In the Object Properties or the Bone Options dialog, turn on Bone On/Off.

  5. Select the object to use as the start of the IK chain.

  6. Choose Animation > IK Solvers > HI Solver.

    You can choose a different IK solver, but the HI Solver is the preferred choice.

  7. Click to select the end of the IK chain.

    Now when you transform the boned objects, their movement is governed by the IK solver.