About Forward and Inverse Kinematics

 
 
 

Chains are manipulated using inverse kinematics (IK) and forward kinematics (FK). The method used depends on what part of the chain you manipulate.

Kinematics and Transformations

Note
  • Before you start animating your character, it is important to understand how animating transformations work in Softimage. There are several issues related to local and global animation, as well as animating transformations in hierarchies (such as skeletons). For information on these topics and more, see Animating Transformations [Animation].

  • You cannot key the global position or orientation of bones; however, if you wish to animate a bone globally, you can prevent the bone from inheriting its parent's position or rotation. To do this, open the bone's Local Transform property page and deselect the appropriate Constrain option (Position or Orientation). See Animating Transformations in Hierarchies [Animation] for more information.

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