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If you use prefab skeletons/characters or build bone structures from scratch, you need to understand the basic principles which underly the whole process. In computer animation you often talk about "bones", but in fact, it's all about "joints". In this tutorial I show you what happens when you translate joints instead of just rotating them. And you will learn about skinning and the difference between forward and inverse kinematics. Importantly, I'll demonstrate how to set limits to joints. Think of your knee: Does it rotate 360° in all three axis? You might be interested in this tutorial about creating a leg with IK: • Maya: A Leg [Character Animation] Please do check out this tutorial about "skinning" and painting "skin weights": • Maya: Binding Skin and Painting Weigh... And: A Three Fingers Hand • Maya: Rigging and Skinning A Three Fi... And if you find this channel helpful, why not become a patron? www.patreon.com/uhr24