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Revision as of 16:25, 28 March 2007 editThijs!bot (talk | contribs)470,128 editsm robot Adding: fr:Cinématique inverse← Previous edit Revision as of 04:49, 1 May 2007 edit undo12.215.154.7 (talk) Replaced page with 'LOL TIME PARADOX'Next edit →
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LOL TIME PARADOX
'''Inverse kinematics''' is the process of determining the parameters of a ] flexible object (a ]) in order to achieve a desired pose. For example, with a 3D model of a human body, what are the required wrist and elbow angles to move the hand from a resting position to a waving position? This question is vital in ], where manipulator arms are commanded in terms of joint angles. Inverse kinematics are also relevant to ] and ], where a common use is making sure ] connect physically to the world, such as feet landing firmly on top of terrain, hands lining up with doorknobs etc.

An articulated figure consists of a set of rigid segments connected with joints. Varying angles of the joints yields an indefinite number of configurations. The solution to the ] problem, given these angles, is the pose of the figure. The more difficult solution to the ''inverse kinematics problem'' is to find the joint angles given the desired configuration of the figure (i.e., ]). In the general case there is no analytic solution for the inverse kinematics problem. However, inverse kinematics may be solved via ] techniques. Certain special kinematic chains—those with a ]—permit ]. This treats the ]'s orientation and position independently and permits an efficient closed-form solution.

For ]s, the inverse kinematics problem is of great importance. These ]s find it far simpler to express spatial appearance rather than joint angles. Applications of inverse kinematic algorithms include ], ] and ].

== See also ==
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==External links==
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Revision as of 04:49, 1 May 2007

LOL TIME PARADOX