| ▲ | majiy 7 hours ago | ||||||||||||||||||||||||||||||||||
What exactly is inverse kinematics? A short search tells me it is something like "if the hand goes in a certain position and a certain angle, elbow and shoulder must go into these angles", is that it? | |||||||||||||||||||||||||||||||||||
| ▲ | rootlocus 7 hours ago | parent | next [-] | ||||||||||||||||||||||||||||||||||
Imagine placing the feet on the ground at some location and then pinning them there. Now you can move the hips and the upper and lower legs as well as the knee orientations change to keep the feet planted in the same position. | |||||||||||||||||||||||||||||||||||
| ▲ | embedding-shape 4 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||
This image explains it pretty well, you typically chose between Forward Kinematics, or Inverse Kinematics, depending on what you're trying to accomplish and how you want it to look like: https://www.researchgate.net/profile/Ebrahim-Poustinchi/publ... (imagine the robot parts are human limbs, same thing applies :) ) | |||||||||||||||||||||||||||||||||||
| ▲ | numpad0 6 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||
regular kinematics derive coordinates from joint angles INVERSE kinematics derive joint angles from coordinates it's useful when you have a chain of joints and a mug to grab with it | |||||||||||||||||||||||||||||||||||
| ▲ | progbits 7 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||
Yes. Instead of having to figure out the bone angles one by one you can drag eg a finger and the rest will follow as much as constraints allow. | |||||||||||||||||||||||||||||||||||
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| ▲ | LoganDark an hour ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||
Inverse kinematics lets you position the end of a limb and automatically moves the joints for it, rather than you having to move each joint manually. | |||||||||||||||||||||||||||||||||||