Full body
IK uses multiple levels of hierarchy. These levels of hierarchy
are used to group your effectors, joints, and even animation keys
according to the anatomical structures of your character’s body.
When posing your characters with FBIK, you work with your character’s
FBIK effectors and skeletons. When animating your characters with
FBIK, you work with your character’s body parts and character sets.
When you add full body
IK to your character, the following levels of hierarchy are created:
- A FK skeleton and a set of FBIK effectors
are created for your character, and your character’s original skeleton
becomes its input skeleton. See
FBIK skeletons and effectors.
- Each of your character’s FBIK effectors
and FK joints are made members of a body part. See
FBIK Body Parts.
- A top-level character set is
created for your character and a series of subcharacter sets are
created for each of your character’s body parts; all to house your
character’s animation keys. See
Character and subcharacter sets.