I find inverse kinematics in animation to be really fascinating as it allows animators to specify the position of a character's end effector which lets the computer calculate the joint angles. How does this technique enhance animation workflows? What constraints are typically considered in inverse kinematics? Despite its complexity, how does inverse kinematics allow animators to create more natural and dynamic character movements?"
I find inverse kinematics in animation to be really fascinating as it allows animators to specify the position of a character's end effector which lets the computer calculate the joint angles. How does this technique enhance animation workflows? What constraints are typically considered in inverse kinematics? Despite its complexity, how does inverse kinematics allow animators to create more natural and dynamic character movements?"