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Inverse Kinematics

Animation tech demo

Give the end of a joint chain a target, and let the maths work out where every joint above it has to go.

C++AnimationLinear algebra

Forward kinematics is the easy direction: set the joint angles, see where the hand ends up. Inverse kinematics runs it backwards. You say where the hand should be, and the solver works out a set of joint angles that puts it there while keeping the rest of the chain in a pose that looks right. It is the difference between animating every joint by hand and telling a character to reach for something.

The demo

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