2010

Table Of Contents
Forward kinematics (FK)
To pose a character with forward kinematics, you rotate each joint individually
until you get the desired positioning. For example, to move a hand to some
location, you must rotate several arm joints to reach the location.
When you animate a skeleton posed with forward kinematics, Maya
interpolates the joint rotations starting with the root joint, then the roots
child joints, and so on down through the skeletons action hierarchy. Maya
proceeds forward through the action hierarchy, starting at the root joint.
Forward kinematics is intuitive for creating simple arc motions, but its tedious
if you are animating a complex skeleton. Its also not intuitive for specifying
goal-directed motion. For example, to move a hand to some location, its not
obvious how to rotate the joints in an arm.
Inverse kinematics (IK)
With IK, you create an extra control structure, an IK handle, for certain joint
chains such as arms and legs. An IK handle lets you pose and animate an entire
joint chain by moving a single manipulator.
As you pose the IK handle, it automatically rotates all the joints in the joint
chain. For example, if you move a hand to a doorknob, the other joints in the
arm rotate to accommodate the hands new positioning.
IK is more intuitive than forward kinematics for goal-directed motion because
you can focus on the goal rather than on how you need to rotate each joint
to achieve that goal.
Posing and animating using inverse kinematics
Next, you create IK handles that youll later use to pose the arms and legs.
The next steps describe some initial setup you should perform before creating
the IK handles.
To set up the character prior to creating IK handles
1 Select the root of the hierarchy, back_root, and then select Skeleton > Set
Preferred Angle.
This sets the current joint angles throughout the skeleton as the preferred
angles. This is a useful step after you complete a skeleton. Maya thereafter
uses the current bend in the knees and elbows as the preferred initial
rotation direction of these joints during inverse kinematics (IK) posing.
328 | Chapter 7 Character Setup