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'''Inverse kinematics''' is the process of determining the movement of interconnected segments of a body or model. For example, with a 3D model of a human body, if the hand is moved from a resting position to a waving position, how do the connected fingers, forearm, upper arm and main body move in response? It is a subject of ] and ]. It is approached often in ] and ]ling, though its importance has decreased with the rise of use of large libraries of ] data. '''Inverse kinematics''' is the process of determining the parameters of a jointed flexible object 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 ]ling, though its importance there has decreased with the rise of use of large libraries of ] data.


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 forward ] problem, given these angles, is the desired posture 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., end-effector). 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 forward ] 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., end-effector). 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 treates the end-effector'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 ]. Some of these solutions approach the problem via ] techniques. 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:'' ] ''See also:'' ]
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Revision as of 00:11, 5 October 2005

Inverse kinematics is the process of determining the parameters of a jointed flexible object 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 robotics, where manipulator arms are commanded in terms of joint angles. Inverse kinematics are also relevant to game programming and 3D modelling, though its importance there has decreased with the rise of use of large libraries of motion capture data.

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 forward kinematics 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., end-effector). In the general case there is no analytic solution for the inverse kinematics problem. However, inverse kinematics may be solved via nonlinear programming techniques. Certain special kinematic chains - those with a spherical wrist - permit kinematic decoupling. This treates the end-effector's orientation and position independently and permits an efficient closed-form solution.

For animators, the inverse kinematics problem is of great importance. These artists find it far simpler to express spatial appearance rather than joint angles. Applications of inverse kinematic algorithms include interactive manipulation, animation control and collision avoidance.

See also: Inverse kinematic animation

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