Forward kinematic animation
Encyclopedia
Forward kinematic animation is a method in 3D computer graphics
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...

 for animating models.

The essential concept of forward kinematic
Forward kinematics
Forward kinematics is computation of the position and orientation of robot's end effector as a function of its joint angles. It is widely used in robotics, computer games, and animation. The reverse process is known as inverse kinematics....

 animation is that the positions of particular parts of the model at a specified time are calculated from the position and orientation of the object, together with any information on the joints of an articulated model. So for example if the object to be animated is an arm with the shoulder remaining at a fixed location, the location of the tip of the thumb would be calculated from the angles of the shoulder
Shoulder
The human shoulder is made up of three bones: the clavicle , the scapula , and the humerus as well as associated muscles, ligaments and tendons. The articulations between the bones of the shoulder make up the shoulder joints. The major joint of the shoulder is the glenohumeral joint, which...

, elbow, wrist
Wrist
In human anatomy, the wrist is variously defined as 1) the carpus or carpal bones, the complex of eight bones forming the proximal skeletal segment of the hand;...

, thumb
Thumb
The thumb is the first digit of the hand. When a person is standing in the medical anatomical position , the thumb is the lateral-most digit...

 and knuckle
Knuckle
The knuckles are the joints of the fingers and toes, which are brought into prominence when the hand is clenched and a fist is made. The word is cognate to similar words in other Germanic languages, such as the Dutch "Knokkel" or German "Knöchel" , i.e., Knöchlein, the diminutive of the German...

 joints. Three of these joints (the shoulder, wrist and the base of the thumb) have more than one degree of freedom
Degrees of freedom (engineering)
In mechanics, degrees of freedom are the set of independent displacements and/or rotations that specify completely the displaced or deformed position and orientation of the body or system...

, all of which must be taken into account. If the model were an entire human figure, then the location of the shoulder would also have to be calculated from other properties of the model.

Forward kinematic
Forward kinematics
Forward kinematics is computation of the position and orientation of robot's end effector as a function of its joint angles. It is widely used in robotics, computer games, and animation. The reverse process is known as inverse kinematics....

 animation can be distinguished from inverse kinematic animation by this means of calculation - in inverse kinematics the orientation of articulated parts is calculated from the desired position of certain points on the model. It is also distinguished from other animation systems by the fact that the motion of the model is defined directly by the animator - no account is taken of any physical law
Physical law
A physical law or scientific law is "a theoretical principle deduced from particular facts, applicable to a defined group or class of phenomena, and expressible by the statement that a particular phenomenon always occurs if certain conditions be present." Physical laws are typically conclusions...

s that might be in effect on the model, such as gravity or collision with other models.

External links


See also

  • Inverse kinematic animation
  • Inverse kinematics
    Inverse kinematics
    Inverse kinematics is a subdomain of kinematics, which is of particular interest in robotics and computer animation. In contrast to forward kinematics, which calculates the position of a body after a series of motions, inverse kinematics calculates the motions necessary to achieve a desired...

  • Joint constraints
    Joint constraints
    Joint constraints are rotational constraints on the joints of an artificial bone system. They are used in an inverse kinematics chain, for such things as 3D animation or robotics. Joint constraints can be implemented in a number of ways, but the most common method is to limit rotation about the X,...

  • Kinemation
    Kinemation
    Kinemation was one of the first inverse kinematics packages for 3D computer animation, created for Wavefront Technologies' package The Advanced Visualizer . In 1995, Wired described Kinemation as "a huge breakthrough in motion animation". It was used in the mid-1990s by companies such as...

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
x
OK