View Single Post
  #47  
Old 12-23-2011, 01:25 PM
kendo65 kendo65 is offline
Approved Member
 
Join Date: May 2008
Posts: 908
Default

Quote:
Originally Posted by JG52Uther View Post
Wiki says:
Inverse kinematics is a subdomain of kinematics, which is of particular interest in robotics and (interactive) computer animation. In contrast to forward kinematics, which calculates the position of a body after a series of motions, inverse kinematics calculates the motions necessary to achieve a desired position.

Examples of problems that can be solved through inverse kinematics are: How does a robot's arm need to be moved to be able to pick up a specific object? What are the motions required to make it look like an animated character is picking up an object?

Solving these problems is usually more involved than simply moving an object from one location to another. Typically, it requires the translation and rotation of a series of interconnected objects while observing limitations to the range of motions that are physically possible—A robot might damage itself if mechanical limitations are disregarded; An animation looks unrealistic if a character's hand moves through their own body to pick up an object located behind their back
Thanks for the reply, JG52Uther.

Unfortunately I'm not sure I understood it any better than Addman's reply

Sounds impressive though.
__________________
i5-2500K @3.3GHz / 8GB Corsair Vengeance DDR3-1600 / Asus P8P67 / GTX-260 (216) / WD 500GB
Samsung 22" 1680x1050 / Win7 64 Home Premium
CH Combat Stick / CH Pro Throttle / Simped Rudder Pedals