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What are Hierarchies?
Here's a basic hierarchy
that you should all be familiar with:

Each element in the hierarchy
only takes orders from its superiors.
Managerial structures are not the
only kind of hierarchy though. Almost every object
with moving parts has some kind of hierarchy that
determines how it moves.
E.g. The Basic Hierarchy
of a Bicycle:

This "top
down" hierarchical structure is known as Forward
Kinematics. In 3D Studio Max, we also have the option to use Inverse
Kinematics, which work from the bottom up, but these require a far more
complex set-up, and we are not going to use them.
So lets get straight down to it and
I'll show you what I mean.

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The first thing we need to do
is to alter the Pivot Points of our boxes to
represent the joints. At the moment, the Pivot
Points will be in the middle of the box on the back face.
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Go to the Hierarchy
Panel and click Affect Pivot Only.
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Select the uppermost Box
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Move the Pivot
to the Top of the box in the
Centre of the top face:

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It's a good idea to Click Reset:
Transform at the bottom of the hierarchy panel
after you have moved the pivot point. This
creates a new Transform Matrix for the Box,
basically meaning it wipes the slate clean, so it's as if you created the
box with the Pivot in that position to begin
with.
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Do the same with the other two
Boxes.
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Make sure you turn off Affect
Pivot Only when you are finished.
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Now choose the
Select and Link Tool From the Toolbar:

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When we create Forward
Kinematic Hierarchies, we always work from the bottom up. By this I
mean the bottom of the Hierarchy, not the bottom
in relation to physical space. So we link everything to the Root
Object working from the outside in.
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Click and hold on the bottom
box
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The cursor will change to a Link
Icon
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Move it over the Middle Box, and
then let go of the mouse button.
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The middle box should turn
white for a second to show that it has been linked.
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Now link the middle box to the
top box using the same method.
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We now have a hierarchical
structure.
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The top box is the Root
Object, and is the Parent of the middle
box.
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The middle box is the Child
of the top box, but the Parent of the bottom
box
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The bottom box is the Child
of the middle box.
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Save this project as "box-links01"
before we go any further.
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Now, using the select
and rotate tool, in the Front View, and
using the Local Co-ordinate system, Rotate the
top box in Y.
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Note how the other boxes move
with it.
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Rotate the middle box. Only the
middle and bottom boxes are affected.
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Rotate the bottom box. It is
the only one affected as it has no Children.
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Right, that was tedious and
dull I know, but you need to understand the basics, as it gets a bit
confusing now...
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