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Math for Game Programmers: Inverse Kinematics - …

Math for game programmers : Inverse Kinematics Gino van den Bergen Twitter: @dtecta Inverse Kinematics ? Problem Description We have a bunch of rigid bodies aka links (aka bones). Pairs of links are connected by joints. A joint limits the degrees of freedom (DoFs) of one link relative to the other. Connection graph is a tree. No loops! Problem Description (cont d) Let s consider 1-DoF joints only: Revolute: single-axis rotation aka hinge. Prismatic: single-axis translation aka slider. Positions and velocities of links are defined by the values and speeds of the scalar joint parameters (angles, distances).

Math for Game Programmers: Inverse Kinematics Gino van den Bergen gino@dtecta.com Twitter: @dtecta

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  Programmer, Games, Kinematics, Inverse, For game programmers, Inverse kinematics

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