
This week’s maya course focused on building character skeletons and creating animations and animated movements. I found creating skeletons and binding animations to be a challenge for me
We started by creating a simple character model using squares, the skeletons of each part of the model were represented by squares, then we selected each part of the skeleton to create a parent-child set relationship, because I was not careful enough, I made a mistake when creating the parent-child set relationship, I ungrouped and recreated it.

After creating the bones again, we will start to create IK, IK acts like a tendon, linking the bones, we create IK in the lock to connect the joints of the leg, we also need to be careful when creating IK, hip bone to thigh bone to calf bone to ankle, then ankle to heel to toe, no mistakes can occur, so we create IK, then by special copy to another One leg, after the IK is bound, we set up the IK of the foot to be sticky so that the character is not moved away and can be positioned to the center of the world. Finally, we created the circle via the curve tool and bound it to the parent set so that we have the Ik controller to better control our character’s movements in our later actions.
