Skeletons provide an intuitive way to pose and animate your model. A well-constructed skeleton can be used for a wide variety of poses and actions, in much the same way as the all-purpose skeletons in our bodies can.
How parts of the skeleton move relative to each other is determined by the way your skeleton hierarchy is built, whether and how objects are constrained to each other, and if you have created any expressions to govern their motion.

Topics
• About Forward and Inverse Kinematics
• Copying Animation between Characters
• Animating with Forward Kinematics
• Animating with Inverse Kinematics
• Blending Between FK and IK Animation
• Choosing How an IK Chain Reaches Its Goal
• Setting and Blending the Effector’s Orientation
• Changing the Joint’s Preferred Angle
• Constraining the Chain’s Up Vector (Direction)
• Constraining the Preferred Axis of Rotation
• Changing the Bones’ Order of Rotation
• Animating Pivots for Characters
• Setting Restrictions on Movement
• Creating Subchains for Independent Movement
• Creating Neutral Poses for Skeletons
• Storing a Skeleton Pose in an Action Source
• Using the Animation Mixer for Character Animation
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