Inverse kinematic animation

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 the 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 at which they are able to operate.

See also

* Inverse kinematics
* Forward kinematic animation
* Joint constraints
* Kinemation


Wikimedia Foundation. 2010.

Игры ⚽ Поможем решить контрольную работу

Look at other dictionaries:

  • Forward kinematic animation — is a method in 3D computer graphics for animating models.The essential concept of forward kinematic animation is that the positions of particular parts of the model at a specified time are calculated from the position and orientation of the… …   Wikipedia

  • Inverse kinematics — is the process of determining the parameters of a jointed flexible object (a kinematic chain) in order to achieve a desired pose. Inverse kinematics are also relevant to game programming and 3D animation, where a common use is making sure game… …   Wikipedia

  • Skeletal animation — Skeletal animation, sometimes referred to as rigging, is a technique in computer animation, particularly in the animation of vertebrates, in which a character is represented in two parts: a surface representation used to draw the character… …   Wikipedia

  • Armature (computer animation) — An armature is the name of the kinematic chains used in computer animation to simulate the motions of virtual human or animal characters. In the context of animation, the inverse kinematics of the armature is the most relevant computational… …   Wikipedia

  • Maya (software) — Infobox Software name = Maya caption = screenshot of Maya 2008 Unlimited running on Windows XP Professional developer = Alias Systems Corporation, now owned by Autodesk latest release version = 2009 (10.0) latest release date = October 06, 2008… …   Wikipedia

  • Gráficos 3D por computadora — Imagen digitalizada de objetos de vidrio. Tetera dibujada mediante gráfico 3D …   Wikipedia Español

  • Forward kinematics — [ DOF robotic arm would use forward kinematics to determine the location of the gripper.] Forward kinematics is computation of the position and orientation of robot s end effector as a function of its joint angles. It is widely used in robotics,… …   Wikipedia

  • Crash Nitro Kart — Cover art depicting Crash Bandicoot dodging a missile fired by Doctor Neo Cortex, with Nitros Oxide behind them …   Wikipedia

  • Weighting — The process of weighting involves emphasising some aspects of a phenomenon, or of a set of data giving them more weight in the final effect or result. It is analogous to the practice of adding extra weight to one side of a pair of scales to… …   Wikipedia

  • Dispositif de Peaucellier-Lipkin — Animation du mécanisme de Peaucellier Lipkin : les barres de même couleur sont de longueur égale. Le dispositif de Peaucellier Lipkin est un système articulé permettant de transformer un mouvement rectiligne en mouvement circulaire, et vice… …   Wikipédia en Français

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”