2009

Table Of Contents
The child nodes below joint1 disappear, simplifying the display of the
hierarchy. The small arrowhead on the corner of the joint1 node indicates
that a hierarchy exists below joint1. If you later need to view or select
these nodes you can expand them again.
2 Collapse the ArmControl and IKHandle nodes.
The display of the hierarchy is simplified as shown below.
The IK system is now rigged and ready for animation.
Applying parent constraints on an IK system
To animate the cargo box so that it is picked up by the mechanical arm you
need a method of constraining the cargo box to the mechanical arm so that
it moves with the arm at specific times in the animation. This is accomplished
using a parent constraint.
When a parent constraint is applied to an object, the constrained object
behaves as if it were a child node of the constraining object.
An object can have multiple constraints applied to it. The influence each
constraint has on the object can be changed by modifying the weight attribute
for the parent constraint. The weight attribute is an animatable parameter
and can be set to be on or off at specific frames.
In this lesson, the cargo box is constrained to both the ArmControl and the
Platform on the floor. By animating the weight attributes for these two parent
constraints, the cargo box will move from one location to another depending
on which constraint is influencing it at specific times in the animation.
To set up the parent constraints you need to position the constrained object
at the locations where the influence will begin or end, and then set the parent
constraints.
To set parent constraints for the cargo box
1 In the side view menu, select Shading > Smooth Shade All.
2 In the side view menu, select Panels > Perspective > persp.
Applying parent constraints on an IK system | 291