In this lesson, you completed the animation of a mechanical arm model that picked up and moved a cargo box. You learned how to:
It is common to create characters with multiple joint chains. For example, two and four-legged characters would use multiple joint chain skeletons to assist with posing their hierarchical structure. See Skeleton hierarchy in the Maya Help. For a tutorial on creating a multiple chain skeleton see Lesson 1: Skeletons and Kinematics ( Introduction).
Parenting is one method for combining a model into a skeleton hierarchy. When using characters that have bending or deforming features a more common technique is to use Skin > Bind Skin. For more information see Skeletons and skinning in the Maya Help. For a tutorial on smooth skinning see Lesson 2: Smooth Skinning ( Introduction).
An easy method to parent one node to another using the Hypergraph is to drag one node over top of the other using your middle mouse button.
It is very common to create characters with multiple joint chains and multiple IK handles to control them. Control objects simplify the selection and posing of the character.
Constraints are useful for animating the attributes of one object based on the attributes of another. Other types of constraints not covered in this lesson include aim and scale constraints. See Aim constraints and Scale constraints in the Maya Help.
Using the parent constraint, the platform could also be animated to move the cargo box as if it were on an elevator, or a conveyor belt.
In this lesson, you constrained the translation of the control object in order to constrain the movement of the IK. It is not recommended that you set limits on the rotation of an IK system as it limits how the solver calculates the position of the joints. See Setting up joints for posing and animation in the Maya Help.
Although not covered in this lesson, it is possible to simplify the display of attributes in the ChannelBox so that only the animatable attributes associated with a character are displayed.