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Summary

Character animation with Maya offers a rich tablet of possibilities and immense control. In this chapter, you explored some standard techniques of character animation, including the following:

  • Joint creation Building linked skeleton joints

  • IK setup Specifying which parts of a skeleton behave with Inverse Kinematics

  • Rigid binding Attaching a skin to a skeleton with a rigid bind

  • Applying flexors Smoothing the joints of a rigid bind by applying a flexor

  • Creating character animation Adding animation keys to your skeleton to make your character move

  • Using the Graph Editor Refining your character animation by looking at the graph of the skeleton's controllers

  • Using Trax Building more complex animation from clips of simple animation

  • Using Blend Shapes Making surfaces deform into another shape by using Blend Shape deformers


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