In the previous chapters, we learned about the principles of animation and how to create animation within 3ds Max. We learned how to tweak our animations using animation editors such as the Curve Editor and the Dope Sheet. In this chapter, we look at using advanced animation tools to animate in a desired and procedural way. We look at animations using constraints and controllers as well. We begin by setting up hierarchy, pivots, and layers to geometric objects and then move into learning and using various types of constraints for advanced animation.