Join Rob Garrott for an in-depth discussion in this video Exploring joint hierarchy, part of CINEMA 4D Essentials 8: Character Rigging and Xpresso.
The process of creating character animation in computer revolves around the idea…of kinematics, and there's two types.…There's forward kinematics and inverse kinematics.…Forward kinematics is the simplest of the two and it is a lot like stop motion…animation where you rotate each joint one at a time.…Inverse kinematics involves a process of creating something called an IK Chain…that allows you to control a series of joints with a single object.…Let's take a look at the first type, forward kinematics.…I am in an empty scene here and I'm going to navigate to the right-hand view.…And I'll bring the ground plane down a little bit and we're going to make a…joint chain right here in this area.…
Under the Character menu is the Joint tool, and the way the Joint tool works is…that you have to hold down the Control key when you click.…And I'm going to click up here once, and then I'm going to click out here to make a joint.…And you saw that when I did that that I got a Root null object and then…these two Joint objects.…
- Linking objects to points in Xpresso
- Creating a data slider to control a spline wrap
- Controlling multiple objects with a single slider
- Understanding the traditional character animation workflow
- Using the Character object for building and applying rigs