2009
For one-way wires, the Expression box for the controlling parameter is
unavailable, since there is no Wire controller assigned to it.
For two-way wiring, both transfer expression text boxes will be enabled. It is
possible for the user to supply transfer expressions for the two parameters that
are not inverses of one another, but this is of course discouraged, since the
relationship of the parameters will be different depending on which one is
changed first.
Hierarchies and Kinematics
When animating characters, mechanical assemblies, or complex motion, you
can simplify the process by linking objects together to form a
hierarchy on
page 8002 or chain. In a linked chain, the animation of one member can affect
some or all of the others, making it possible to animate a number of objects
or bones at once.
The term
kinematics on page 8021 describes the movement or animation of the
chain. There are two types of kinematics:
■ With
forward kinematics on page 7987 (FK) , you transform a parent object
to move its descendants (its children, their children, etc.).
■ With
inverse kinematics on page 8016 (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 or intricate
mechanical animation.
See also:
■
Hierarchies on page 3331
■ Animating with Forward Kinematics on page 3354
■ Inverse Kinematics (IK) on page 3374
■ Hierarchy Panel Commands on page 3474
3330 | Chapter 15 Animation