From the course: Animation Foundations: Fundamentals
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Working with hierarchies
From the course: Animation Foundations: Fundamentals
Working with hierarchies
Many objects in the world are comprised of assemblies or multiple parts that are connected together. These can be mechanical assemblies, anatomical assemblies such as a skeleton or other assemblies such as planets orbiting a star. When animating such systems, we can define the connections between the objects using hierarchies. The hierarchy tells the computer what is connected to what. Hierarchies have a tree-like structure, much like the folders on your computer's disk drive. Let's take a look at a mechanical assembly. As with all hierachies, one object or node is the parent node or the root. Below that, are children, and below those can be more connections, or more children. These parent child relationships define the order of connection. So, if you move a parent, the children follow along. Moving a child, however, does not affect the parent. When an object is a child, its position is always relative to its parent. The child does not have to be physically or visually connected to…
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X, Y, and sometimes Z1m 42s
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Working in different frame rates2m 28s
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Understanding keys and keyframes2m 15s
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Understanding animation curves2m 41s
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Creating animation paths1m 30s
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Working with hierarchies2m 4s
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Setting pivots and rotation1m 32s
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