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Real Time 3D > Inverse Kinematics
The following information is about Inverse Kinematics.
Inverse Kinematics Defined
IK for short. A method of manipulating hierarchies where the animator positions objects at the end of the hierarchy and the program calculates the positions and orientations of all other objects in the hierarchy. With properly setup IK, you can quickly animate complex motions. For instance, the bones in the arm of a character are linked in a hierarchy, then limits are set for the rotations of the bones, then the animator can move the hand, and the IK will figure out what the rest of the arm needs to do. IK is used in RT3D to allow characters to interact with the environment in a more realistic manner, like when a player directs a character to pick an object off the floor. See also forward kinematics.
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Off-site Inverse Kinematics Links, User Submitted
The following links have been collected through user bookmark submission in the Inverse Kinematics category. Please note, because these resources are off-site we cannot guarantee the accuracy or quality of any information.
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- YouTube - Flash CS4 (Diesel) Inverse Kinematics Engine: Flash 2009 Inverse Kinematics Engine
If you would like to find additional social bookmark based links on the topic of we recommend the Open Tag Directory > Inverse Kinematics. If you would like to find related tags we recommend Tag Patterns > Inverse Kinematics
Off-site Inverse Kinematics Research Links
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- A9 > Inverse Kinematics
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- Google > Inverse Kinematics
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- Nuah: News > Inverse Kinematics
- The Feed Directory > Inverse Kinematics
- OBP > Inverse Kinematics
- Open Tag Directory > Inverse Kinematics
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