|
Searching for: Inverse kinematic animation?
Inverse kinematic animation (IKA) refers to a process utilized in 3D computer graphic animation, to calculate the
required articulation of a series of limbs or joints, such that the end of the limb ends up in a particular location. In contrast
to forward kinematic animation, where each
movement for each component must be planned, only the starting and ending locations of the limb are necessary.
For example, when one wants to reach for a door handle, their brain must make the
necessary calculations to position his limbs and torso such that your hand
locates near the door. The main objective is to move the hand but the many complex articulations of several joints must occur to
get the hand to the desired location. Similarly with many technological
applications, inverse kinematic mathematical calculations must be performed
to articulate limbs in the correct ways to meet desired goals.
One example where inverse kinematic calculations are often essential is robotics, where an operator wants to position a tool using a robot arm but
certainly doesn't want to manipulate each robot joint individually. Other applications include computer animation where animators may want to operate a computer generated character, but find it
impossibly difficult to animate individual joints. The solution is to model the virtual joints of the puppet and allow the
animator to move the hands feet and torso, and the computer automatically generates the required limb positions to accomplish
this using inverse kinematics.
Key to the successful implementation of inverse kinematics is animation within
constraints, computer characters limbs must behave within reasonable anthropomorphic limits. Similarly robotic devices have physical constraints such as the environment they
operate in, the limitations of the articulations their joints are capable of and the finite physical loads and speeds they are
able to operate at.
See also: Inverse kinematics
|