Step
1
This
is the most basic setup, and is used most often. If you're working
on a game and have memory limitations, this is the one you want.
It definitely gets the job done, although not very elegantly.
First,
create the bones. You can either bring up the Bones Tools dialogue
box, or go into the Create Panel/Systems and click
on Bones. Start from the shoulder and work your way down.
Make sure the hand is a separate hierarchy by right-clicking after
creating the forearm and then clicking away from the little nub
that Max automatically adds at the end of a bone chain. If you
start the hand too close to the forearm it will automatically
be added to the arm chain, and we don't want that.
Tip:
Create all your bones in the same viewport to make sure that they
will all have the same local alignment. This will save you trouble
down the road. You can always resize and move them in other viewports
later. And if you use the Right viewport, then when you
add fins to the bones using the Fin Adjustment Tools section
of the Bone Tools window, they will appear where you expect
them to.

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Step
2
Now we need to add the IK chain to bone hierarchy. Click on the
nub (Bone03 if you've been following along correctly), go
into the Animation menu on top, and down into IK Solvers,
and choose HI Solver. You could also choose IK Limb Solver,
which is specifically made to use on arms and legs. But I personally
haven't used it a lot so I couldn't say what the real benefit would
be. The HI Solver works in all situations, so that's what
I use. It's also a big improvement over older versions of Max.

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Step
3
Click
on Bone01 to complete the chain.

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Step
4
We
need to attach the hand to the arm, so select the hand bone (Bone04),
click on the Align tool, and select the IK Goal (IK
Chain01).

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Step
5
Configure
the Align Selection windows as shown below. This will position
the hand at the bottom of the arm, which is a good thing.

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Step
6
Now
we're going to align the IK Goal to the hand to make it easier
to animate with. Basically, do the opposite of Step 4.

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Step
7
This
time click on all the rotation alignments.

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Step
8
Link
the hand to the IK Goal helper object.

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Step
9
That's
pretty much it. Now when you move the IK Goal, the arm will bend
and the hand will move with it.

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Step
10
You
can also use the IK Goal to rotate the hand, which will save
time when animating.

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Step
11
Looking
at these skinny bones doesn't really give you good idea of what
you're animating or how the bone is oriented. We'll add fins to
the hand to help with this. Go to the Character menu on top
and select Bone Tools.

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Step
12
With
this window you can change all sorts of bone attributes. Scroll
down to the Fin Adjustment Tools section, make sure that
the hand bone is selected, and check the Side Fins box. Change
the size to something that looks good.

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Step
13
We'll
also enlarge the IK Goal to make it easier to see and select.
Select the goal, go to the Motion panel, scroll down, and
increase the Goal Display size.

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Step
14
Moving
the arm around and watching it bend automatically is all well and
good, but what if you want to make the elbow point in a different
direction? This is where the Swivel Angle comes in. In the
same Motion panel where you changed the IK Goal size,
you can animate the Swivel Angle to change the orientation
of the arm.

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Step
15
Another
way to do this is to add a Dummy object and use that as the
IK Solver Plane Target. Create the Dummy object and
place it somewhere behind the arm.

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Step
16
Select
the IK Goal object again, go to the Motion panel,
click on the Pick Target button and select the Dummy.

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Step
17
Now,
instead of animating the Swivel Angle, you move the Dummy
around to change the orientation of the arm. In some ways the
Dummy is easier to animate with, but the Swivel Angle
is more convenient. Try it both ways and see what you like.

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