Parenting, Hierarchies and Kinematics
It often is helpful to define transformations or other
animatable parameters of an object as being dependent on
transformations or other parameters of another object.
This can be done with expressions, as we've already seen.
Motion hierarchies provide another method of creating
such dependencies.

In motion hierarchies, objects further up the hierarchy
become the ``parents'' of ``children'' beneath them on the hierarchy.
The local frames of reference for objects at lower
levels of the hierarchy inherit the transformations applied at higher
levels.
Local transformations then are effected with reference
to the inherited, transformed position.

Inverse Kinematics (IK)
is a method by which reasonable positions and joint angles are
determined algorithmically from the Cartesian space goal or position of
an end effector that is located lower on the hierarchy.
Inverse kinematics often are used for animating
character motion.
This file was last modified on September 18, 2000.