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johnar:
Hi Kevin,
 I thought the jump was really good. If i may suggest, take out some frames as he is getting up to the halfway point on the table, just to speed him up a bit as he's mounting the jump, and multiple keyframes to hold his position on landing. Ie: Move and key his 'position' on each frame as soon as he hits the floor.

 Some answers maybe:

1)
Hands are definately easiest to animate in sequence mode. Make a whole lot of hand 'poses' and export them into a folder for future use with that figure.
 A 'pose' meaning a 2, (or 1) framed sequence. Then its only tweaking of hands/wrists in scene mode when needed.
2)

--- Quote ---The gizmo for rotating bones is in 2D that's bad if you rotate to any user angled perspective you will still see the gizmo in 2d meaning...you'll get puzzled about the directions of the angles...this will lead to unwanted distortions.
--- End quote ---
With practice It'll make more sense and get easier. At the end of the day, Green will rotate the X axis, Blue for the Y axis and Violet for Z. The outer ring will rotate the joint around the 'Screens' Z axis, and the Yellow arrows will rotate around the screens X and Y axis.
 I find it easiest to only use green, blue and violet, and from the most sensible view to 'see' the movement on the designated axis.
 Setting limits to bones movements can also be helpfull.

 3) IK controllers can be positioned, and repositioned when necessary, in figure mode.

4)
--- Quote ---Anyone should try animating a rotating wheel
--- End quote ---

 That's a gimble related thing, i think, and has been dsicussed a lot in the past. You can 'force' the wheel to rotate smoothly, using the right values at the right positions... i can help with that if you're still having trouble.
  5)
 You can hide both the bones and the object, making the figure invisible, and leaving the path visible

 6)
 Solved by Claude

 7) multiple bone rotation.
 Sorry, not sure  if i'm understanding that one. IK is for multiple bone rotation, FK is 1 bone at a time. (?)
 Happy to explain more on anything that still troubles you

Kevin Gales:
Johnar
1.I guess that could do...I think this makes sense why sequence mode is included separate to scene mode...So scene mode

just becomes where you just put everything together and render....
2.I still don't prefer that... If you have seen Blender's gimball...I like that one cause it doesn't matter what angle

you are viewing from you will be 100% certain which direction the selected bones will go...Try rotating bones after using

the arc rotate to get a user angled view in Anim8or
3.Ohh so you just need to move them using the common object manipulators I figured they could be scaled too..fascinating
4.No comment on that
5.I still believe it could have been much cleaner if the path could be detached and moved to a different location..
7.Sometimes you might need to move only three bones without interfering with the ik (by multiple bone rotation I mean for example just select the head and leg bone and rotate them together something like that...)


However I believe there should be more tutorials on some of these...I haven't seen any anim8or video demonstrating animation of organic human like movements...

Kevin Gales:
1.Is there any technique to attach a figure to another figure? for example I created a separate figure for the fingers then another for the hand and arm and I want to join those
2.Is there a way to set multiple bone length?Say I select 5 bones then set same length.... it's already possible to set same diameter... 
OR select say 5 bones and resize (I tried the resize tool it doesn't work or maybe I am missing something )

johnar:
for your last 2 questions:
--- Quote ---attach a figure to another figure
--- End quote ---
and 
--- Quote ---select 5 bones then set same length
--- End quote ---

 Not that i'm aware of

Steve:

--- Quote ---1.Is there any technique to attach a figure to another figure?
--- End quote ---
You can make anything the parent of something else so that the child moves along with the parent. This is not as useful as it could be, however, because the child only follows the base location of the parent. You can't attach a ball, for example, the a figure's hand so that the ball folloes the hand of a figure.

I've done some preliminary work on supporting this but it's not really good enough. You need to be able to change the parent-child relationship dynamically otherwise you can't have the figure throw the ball. adding this is much more complex. Hmmm. I just had a thought: you could use two balls and hide one or the other, o amybe I'll finish this up in the next release or so!

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