9
416 Chapter 12: Animation
Hier ar chi es a nd K i nemati cs
When animating characters, mechanical
assemblies, or complex motion, you can simplify
the process by linking objects together to form a
hierarchy (page 3–951) or chain. In a linked chain,
the animation of one member can affect some or
all of the others, making it po ssible to animate a
number of objects or bones at once.
The term kinematics (page 3–960) describes the
movement or animation of the chain. There are
two typ es of kinematics:
•Withforward kinematics (page 3–944) (FK)
, you transform a parent object to move its
descendants (its children, their children, etc.).
•Withinverse kinematics (page 3–958) (IK), you
transform a child object to move its ancestors
(its parent and so on up the chain). You can
also use IK to make an object “stick” to the
ground or another surface, while allowing the
chain to rotate off the pivot of that object.
Forward kinematics is the most straightforward
method for animating hierarchies. Inverse
kinematics requires more setup than forward
kinematics, but is more intuitive for complex tasks
such as character animation .
See also
Hierarchies (page 2–416)
Animating w ith Forward Kinematics (page 2–426)
Inverse Kinematics (IK) (page 2–435)
Hierarchy Panel Commands (page 2–487)
Hierarchies
Bipedal figure with part of its hierarchy diagrammed in the
background
One of the most useful tools in producing
computer anima tion is the ability to link objects
together to form a chain.Bylinkingoneobjectto
another, you create a parent-child relationship.
Transforms applied to the p arent are also
transmitted to child objects. A chain is also
referred to as a hierarchy.
You can find the commands to build and
manipulate hierarchies in the following places in
the i nterface:
•TheBones system (page 1–404) in the Create
panel > Systems category lets you create a
hierarchy of bones. You can also create bones
by choosing Bone Tools (page 1–411) from the
Animation menu (page 3–681).Youcanturn
any hierarchy of objects into bones by selecting
the hierarchy and turning on Bone Tools dialog
>ObjectPropertiesrollout>BoneOn.
•TheHierarchy panel (page 3–773) contains
commands to control how links behave.
•TheMotion panel (page 2–463) contains
commands to cont rol how links behave when
using an History Dependent (HD) Solver