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Posing and animating using forward kinematics
Lesson 1: Skeletons and kinematics
Lesson 2: Smooth skinning
Beyond the lesson
In this lesson you learned how to:
- Create
a skeleton with bones and joints.
- Pose
the skeleton using Inverse Kinematics.
Additional things to consider when working with
skeletons:
- The
appropriate number of joints in a skeleton depends on the anatomical parts
of the character you want to manipulate. More joints means finer control
at the expense of greater complexity.
- As
you created the skeleton in this lesson, you ended the arm’s joint
chain at the wrist. This prevents you from animating hand motion.
If you need to animate hand motion or even finger motion, you would
need to make additional joints and IK handles. The same applies
to foot and toe motion.
- When
you create a skeleton, you can animate a character bound to it to produce
natural skin deformations. Although you animated an unskinned skeleton
in this lesson, it’s more common to animate a skinned skeleton. Binding
a character is the topic of the next lesson.
- It’s
typically best to animate the entire skeleton from pose to pose
at desired frames. It’s hard to get desired results by animating
one limb for a frame range, another limb for a frame range, and
so on.
There are many other ways to work with skeletons
not described in this lesson:
- You
can blend or switch between IK and forward kinematics on joints
controlled by an IK handle.
- There
are other types of IK handles that provide different controls for manipulating
parts of a skeleton. Especially noteworthy is the IK spline handle,
which makes it easy to animate the twisting, wavy motion in tails, necks,
spines, snakes, and so on.
For more details on these and other features,
please refer to the Maya Help.