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Lecture 17: Intro to Animation, Kinematics, Motion Capture (37)
jeromylui

I found that this site has a good alternative explanations for inverse kinematics: http://old.cescg.org/CESCG-2002/LBarinka/paper.pdf

tigreezy

Inverse kinematics is easier than forward kinematics because graphics artists can specify end positions instead of joint angles. For example in our assignment 1, it took a while to calculate the correct transforms and rotations to get the skeleton man in the correct configuration. It would have been much easier to position the man by direct manipulation rather than manually coding transforms and rotations.

kavimehta

That was a good explanation @tigreezy, thanks. I am curious to know how many points are manually moved in doing complex animations (e.g. Pixar films) and how long each frame takes them on average.

aparikh98

Solving inverse kinematics problems are done mostly computationally by framing them as optimization problems, but there are also ways to break them down into geometric subproblems that have known solutions - one way for this is Paden Kahan subproblems

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