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CINEMA 4D R11 Quickstart – MOCCA
Once you’ve adjusted the weighting, activate the HyperNURBS (“Turtle_Hypernurbs”). Make sure the Model
tool is selected
and click on the Rotate tool.
If the “shoulder” joint is selected, you should now be able to move the arm around. If parts other than the arm
also move then these parts have weighting that needs to be removed. Use the Weight tool as before to remove
the weighting from these parts. Also try rotating the “elbow” and “hand” joints.
Congratulations! You have just weighted the arm. The arm is now ready to be animated using forward
kinematics, which we’ll move right on to in the next chapter.
3. Quick Tutorial – Forward Kinematics / Inverse Kinematics
(FK/IK)
Forward kinematics (FK) and inverse kinematics (IK) terms used in 3D animation give you two different
ways to animate. FK means rotating every bone within the hierarchy from top to bottom until the arm is in the
desired position. This method has its advantages for some parts of the animation but disadvantages in other
parts.
It can be difficult to tell how much you need to rotate, say, the upper arm then lower arm then wrist for the
hand to reach a very specific position. Or suppose you’ve worked your way down to the hand and then notice
that the upper arm is raised too high. You rotate the upper arm to correct this, but this rotates the children
as well, putting the lower arm and hand out of position. These children must be rotated again to be put back
into position.