03. Inverse Kinematics
1. Introduction
Recall from your
physics class (or just
know) that...
KINEMATICS is the
area of study that
examines the spatial
and temporal components
of motion (position,
velocity, acceleration).
It turns out that
kinematics is central
to animation, and most
especially to object
and character animation
in 3D.
In this Module well
examine ~Forward~ and
~Inverse Kinematics~
our character's rig.
Forward K. refers to
the control chains in
joint hierarchies.
E.g., we have the hip
that controls the knee
that controls the foot
placement etc.
hip --> knee --> foot...
Using Forward K. to
achieve animation is
tedious and error
prone. By using IK
Handles (Inverse
Kinematic Handles) we
can rig our skeleton to
make animating our
character a WHOLE LOT
EASIER!
Inverse Kinematics
allow you to position
the last element in
your control chain and
allow local controls to
determine the rotation
and translation of
joints up the control
chain's hierarchy.
All content and style authored by:
Nick Nagel. Copyright (c) 2006