Controlling IK Animation in 3ds Max Without Objects Rebelling

Published on January 06, 2026 | Translated from Spanish
3ds Max screenshot showing a tube animated with Path Constraint on a blue spline, avoiding unwanted jumps.

When Your IK Tube Decides to Dance Salsa Without Warning 💃

Animating a robotic arm in 3ds Max, everything seems perfect… until the tube that should move gracefully starts jumping as if it had electric shocks. The culprit: inverse kinematics (IK) combined with interpolations that misinterpret your intentions. But don't throw your keyboard yet, there is a solution.

Path Constraint: The Leash for Your Rebellious Tube

The most reliable technique is to convert the desired path into a spline and use Path Constraint. This way you control:

A tube on Path Constraint is like a train on rails: it goes where you want, not where the IK thinks is convenient.

Dummies and Link Constraint: The Art of Animated Handoff

If the tube must attach to the arm at a certain moment:

  1. Link a dummy to the gripper (the animation's "goalkeeper").
  2. Use Link Constraint to transfer the tube to the dummy when necessary.
  3. Unlink it afterwards! (or it will follow the arm like a lapdog).

3 Mistakes That Turn Your IK Into a Drama

Avoid these common pitfalls:

With these tricks, your tube will go from being a diva actor to an obedient element. And if it still resists, you can always say it's an "artistic effect of mechanical instability"... as long as no one notices it was unintentional 😉.