Here in module 1 we're going to learn how to manipulate the character's rig. There are many different ways to rig a character. No matter which way your character is rigged, your goal as an animator is the same. You're going to adjust the rig controls into different poses over time to create a sequence that represents your character's performance. The rig controls the underlying skeleton called joints that bend the model. This is much like controlling a puppet or a marionette. A rig gives you a higher level set of controls. And when you combine this with physics mathematics regarding human movement on the way the bones translate and rotate, you don't have to manipulate each individual bone you're actually doing it at a higher level. Since you are not manipulating the joints themselves, what really matters is how these controllers commit or bake these edits to the underlying skeleton prior to export from Maya to Unity. These baked sequences are FBX files known as animation clips. You'll edit these animation clips together, much like a video editor to produce longer and more complex animations. As you'll see when we set up our first animation, our hero's jump in place, you'll begin to think in terms of what comprises an individual animation clip, the character's position or pose overtime. The rig controls are used to move the character into these poses. Although this course is for beginning animators you do need to be familiar with Maya and Unity already, especially in the user interface, navigating the 3D viewports, and manipulating the translation and rotation of objects, as well as setting key frames.