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