Skeleton and Forward/Inverse
Kinematics |
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| Skeleton | A skeleton is a hierarchical articulated structure of joints. It is used for posing and animating deformable objects that is bound (skinned) to the structure. |
| Root joint | A root joint (start joint) is the highest joint in a skeleton's hierarchy. A skeleton can have only one root joint, while it can have multiple chains of joints. |
| Forward kinematics |
Forward Kinematics (FK) is a method of animating a skeleton where the animator specifies rotation angles for each joint in the hierarchy. When a joint is rotated, all the joints lower in the hierarchy follow. |
| Inverse kinematics |
Inverse Kinematics (IK) is a method of animating a skeleton where the animator specifies only the position of the end effector, and the computer calculates all the intermediate joint angles. |
| End effector | An end effector is the end point in a chain of joints. |