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404 Chapter 5: Creating Geometry
non-linear compression is calculated using the
relationship between the coil dimensions, wire
diameter, and leng th. Extension compares the
relationship between the wire diameter and overall
spring diameter.
Cre at in g Syst e m s
Create pa nel > Systems
Asystemcombinesobjects,linkages,and
controllers to produce an object set that has
behavior as well as geometry. Systems help you
create animations that would be much more
difficult or ti me-consuming to produce using
features independently. Systems can range from
simple object generators to full-scale subsystem
programs.
Bones (page 1–404) creates a hierarchically
linked set of bones and joints.
You can transform and animate b ones using
both forward and inverse kinematics. See
Animating with Forward Kinematics (page
2–426) and Inverse Kinematics (IK) (page
2–435).
Ring Array (page 1–415) creates a ring of boxes.
Sunlight (page 1–418) creates and animates a
directional light that follows the geographically
correct angle and movement of the sun over t he
earth at a given location.
Daylight (page 1–418) creates an assembly with
a sky and a sun. Using the Get location function
you can create and animate a light that follows
the geographically correct angle and movement
of the sun over the ear th at a g iven location.
Biped (page 2–843) creates a two-legged
character skeleton designed for animation.
Systems are primarily intended for plug-in (page
3–995) component software. Additional systems
might be available if your configur ation includes
plug-in systems.
You can externally reference system objects in your
scene. For more information, see XRef Objects
(page 3–394).
Procedure
To create a system:
1.
On the Create panel, click Systems.
The Systems panel is displayed.
2. OntheObjectTyperollout,chooseasystem
to create.
3. Drag in a viewport to create the system.
Bones System
Create panel > Systems > Bones button
Animation menu > Bone Tools > Create Bones
A Bones system is a jointed, hierarchical linkage
of bone objects that can be used to animate
other objects or hierarchies. Bones are especially
useful for a nimating character models that have