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Chapter 5: Animation Techniques > Using Joints and Constraints

Using Joints and Constraints

Most of this chapter is devoted to exercises that animate a simple mechanical bug model. Animation and rigging are closely related skills. Rigging is the process where controls are created to allow you to manipulate the three-dimensional objects you create in order to create animation. Even if you don't intend to do much of your own rigging, you'll have an easier time understanding how to animate if you know what goes into creating a rig. Chapter 7, “Rigging and Muscle Systems,” delves into more advanced rigging concepts; in this chapter, you'll learn basic tools and techniques for rigging to get you started.

Joint Basics

A joint is the basic animation control. It is essentially a point in space connected by a virtual bone, symbolized by an elongated pyramid. The geometry is bound to the joints in a process known as skinning. The skinned geometry is then deformed when the joints are moved to create such effects as the bend in an elbow or a knee.


  

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