Summary

In this chapter, you extended your experience with animation and learned about rigging techniques and automation. Starting with a simple block man, you learned how to set up a hierarchy for Forward Kinematics animation to create a walk cycle. Then, you revisited the hand model and used a skeleton to rig the hand for animation. Next, you learned how to bind the geometry of the hand to the skeleton using rigid and smooth binds and how to edit the binding. You also learned how to create an IK system to drive the joints in the block man for an IK walk-cycle animation. After that, you learned how constraints can be used in rigging and how to set up driven keys to create easy controls to animate the hand. Finally, you put all these rigging ...

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