2009

Table Of Contents
Skeletons and skinning in the Maya Help. For a tutorial on smooth skinning
see Lesson 2: Smooth Skinning (
Introduction on page 304).
An easy method to parent one node to another using the Hypergraph is
to drag one node over top of the other using your middle mouse button.
Create an IK system with a control object for manipulation.
It is very common to create characters with multiple joint chains and
multiple IK handles to control them. Control objects simplify the selection
and posing of the character.
Use three types of constraints (Point, Orient, Parent) to control components
of the IK system and other components in the scene.
Constraints are useful for animating the attributes of one object based on
the attributes of another. Other types of constraints not covered in this
lesson include aim and scale constraints. See Aim constraints and Scale
constraints in the Maya Help.
Using the parent constraint, the platform could also be animated to move
the cargo box as if it were on an elevator, or a conveyor belt.
Apply limits to the movement of the IK system.
In this lesson, you constrained the translation of the control object in
order to constrain the movement of the IK. It is not recommended that
you set limits on the rotation of an IK system as it limits how the solver
calculates the position of the joints. See Setting up joints for posing and
animation in the Maya Help.
Although not covered in this lesson, it is possible to simplify the display
of attributes in the ChannelBox so that only the animatable attributes
associated with a character are displayed.
Pose and set keyframes for an IK system.
302 | Chapter 6 Animation