Hi all... I'm creating an articulated mechanical arm that I want to control with an IK skeleton/bone chain. eg from this... o-------o-------D to this... o / \ / \ o D <-- (Just by pulling that rightmost IK end effector leftward) Now since the skeleton wont actually be DEFORMING any CVs or geometry, I was wondering if the only way to achieve this is to parent the various segment lengths of geometry to their respective bones, with the hinges lining up with the IKjoints, or is there a way in Maya to replace the tetrahedron display of bones with the actual geometry itself, thereby animating the geometry directly with IK? Dan