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Chapter 13. Inverse Kinematics > Rigging a Real Character for Full Inverse Kine...

Rigging a Real Character for Full Inverse Kinematics

Now that you have a firm grasp of the basic techniques involved in character setup, it’s time to put your knowledge to work by rigging a usable character. As you will soon see, properly setting up a character will give you a pleasurable animation experience. After all, animation is supposed to be fun, isn’t it?

The character you will be rigging requires the same techniques you just used for setting an IK structure for bones. However, you can perform these steps directly to objects as well. In the next exercise, you’ll be setting up a complex hierarchy for a motorcross racer. When complete, you can move the motorcycle and have the racer sitting on the bike stay parented. While the bike is moving, the racer character can move around while his hands and feet remain attached to the bike. His head can rotate independently while staying attached to the body (which is a good thing) and the individual arms and legs can be raised at any time with the movement of one null object. Sound confusing? It’s not. Figure 13.30 shows the motorcross racer in action.


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