2010

Table Of Contents
9 In the Hypergraph, select the node named Swivel_base.
In the side view, observe that both the mechanical arm model and the
skeleton are selected. Swivel_base is the parent or root node for the
hierarchy. If you rotate SwivelBase, everything else below that node (the
entire arm with skeleton) rotates.
10 Select the node named joint3.
Observe that the last two components of the mechanical arm are selected.
If you rotate joint3, only the components below that node in the
hierarchy will be affected.
11 Select the node named pin2.
Observe that only one isolated segment of the model is selected. No other
components or joints are selected when pin2 node is selected. If you
rotate the model at pin2, only the component at pin2 will rotate in
isolation from the rest of the hierarchy because it is located lower in the
hierarchy.
It is now possible to select and rotate the skeleton joints to pose the mechanical
arm as a unit, and then set keyframes to animate it. Posing a character using
joint rotations is referred to as Forward Kinematics (FK). FK allows for precise
control when setting up a pose, but it can be a time consuming process to
select and rotate each joint into the desired position.
When an animation is more focused on the goal of placing the end joint in
a hierarchy in a particular position, (for example, a hand or a foot), it is more
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