Tutorial
If you work with the Inverse Kinematics toggle on, it is termed Interactive IK. Another mode of Inverse Kinematics is Applied IK. With Applied IK, you can independently animate the follow object or any object in its kinematic chain, and get Autodesk VIZ to solve the IK solution for all frames in the animation.
In the next section, the LOWER ARM is animated, and Applied IK is used to animate the remainder of the assembly.
Set the animation range:
In the Time Configuration dialog > Animation area, set the End Time to 300 frames and click OK to close the dialog.

Right-click in the Perspective viewport to make it active, and click Min/Max toggle to make the viewport full screen.
Click Arc Rotate. Rotate the Perspective viewport to see the LOWER ARM.

On the toolbar, click and then right-click Select And Rotate.
In the Rotate Transform Type-In, enter −8 degrees in the Offset: World Y-axis field and press Enter.

Don’t be concerned that the remainder of the assembly doesn’t follow. It will do so later when you use Applied IK.
In the Rotate Transform Type-In dialog, enter 16 degrees in the Offset:World Y-axis field. Press Enter.
In the Rotate Transform Type-In dialog, enter −8 degrees in the Offset: World Y-axis field.
This will bring the LOWER ARM back to its original orientation.
In the time controls, click Play. The LOWER ARM moves up, down, and then back to its original position.
Use Applied IK:
In the Hierarchy panel > IK > Inverse Kinematics rollout, set the End frame field to 300.
This will make Autodesk VIZ calculate the IK solution for every frame in the animation.

In the Hierarchy panel > Inverse Kinematics rollout, click Apply IK.
The solution is determined for all frames in the specified range. The time slider moves across the screen as each frame is solved.
Animate WHEEL rotation:
In this step you will add WHEEL rotation to the animation.
Right-click the WHEEL and choose Curve Editor from the quad menu.

Right-click the Rotation track and select Assign Controller from the quad menu.
In the Assign Rotation Controller dialog, select Euler XYZ, then click OK to close the dialog.
The Euler XYZ rotation controller lets you animate each axis individually.
Click the curve at approximately frames 0 and 300.

Click the Keyframe at frame 0 and enter a value of 0 degrees. There are two small fields at the bottom of the Track View dialog. The second field is the value field.

Click the Keyframe at frame 300 and enter a value of 720 degrees (two revolutions).
Click Zoom Value Extents, at the bottom-right of the Track View.
This will compress Track View graph so that you can view the values.

Play the animation:
In the Time Configuration dialog > Playback area, click Speed ¼x then click OK.
In the time controls, click Play.
The WHEEL rotates as the suspension moves up and down. If the animation is not playing back smoothly, right-click the Perspective viewport label and select Wireframe.
Stop the animation and return the time slider to frame 0.
Notice that the dummy objects are visible. Although dummy objects will not appear in the rendering you may wish to turn them off in the viewport. To accomplish this, you use the Display panel.
In the Display panel > Hide By Category rollout, click the Helpers check box.
The final step in the animation is the WHEEL turning angle.
Animate WHEEL turning angle:
The WHEEL turning angle can be animated by rotating the CARRIER. Since the WHEEL is a child of the CARRIER, it will inherit its rotation.
In this tutorial, you have learned several key concepts and tools for animating mechanical assemblies with Autodesk VIZ: