Can You Transfer Fk Animation To Ik
Original Commodity: What practice I need to know about Inverse Kinematics?
You've probably heard of Inverse Kinematics. IK is a pop tool in Unity and reckoner graphics, only if this is the first time you've tried to create or employ an Inverse Kinematics system and then you lot might want more than details. I'1000 going to explicate what IK is, define the vocabulary, and review the uses. What is the necessary vocabulary to empathise IK?
Earlier we become into the heart of IK, we need to define some IK-related vocabulary. IK is a method that is practical to an articulated trunk. What is an articulated body?
Articulated Body
An articulated body tin can represent nigh blithe bodies such equally humans and animals with skeletons. Simply put, an articulated body is a tree of linked bondage. The linked chains are made upward of joints and links, where a link is a rigid cylinder.
Types of Joints
As for joints, at that place are ii types. The first blazon of joint is a revolute joint. It is continued to a link that rotates effectually it.
A revolute joint is much like the middle pivot of a clock — with a clock hand as a link.
A prismatic joint is a joint such that the connected link translates from the articulation to extend/shorten the link.
A prismatic joint acts much similar extending/retracting the length of the retractable handle on your baggage. If you lot look closely, a retractable luggage handle has four prismatic joints. 2 prismatic joints one-half way down the handle, and another 2 prismatic joints all the way downwardly the handle at the acme of the luggage.
If y'all're confused past prismatic joints, don't worry. They are not used that often in Inverse Kinematics, and as you lot might be able to tell, no humans take prismatic joints — only revolute joints.
Hierarchical Structure
An articulated body has a root articulation. The root joint is the base of the construction. The root joint for a humanoid is ordinarily the middle of the hips. The articulated body is formed from a tree of joints and links, starting at the root joint. A new articulation and link is like to a new branch on a tree. An inboard link/articulation is a link/articulation that is closer to the root articulation within the tree bureaucracy of the articulated body, every bit it relates to given joint/link. An outboard link/joint is a link/joint that is further abroad from the root joint within the tree bureaucracy of the articulated body.
Stop Effector
An end effector is a position at the most outboard position of the most outboard link. It is the free end of the chain of alternate joints and links. The end effector is non a joint. The end effector is merely the position at the stop of an articulated body. An articulated body tin can accept multiple end effectors, but like a binary tree can take multiple leaves.
End Effector is depicted equally a green circle here.
Articulations and Poses
An articulation is a rotation/translation of a joint which moves a connected link. On the other manus, a pose is a set of joint articulations which results in positioning the articulated body. In other words, the pose is a vector value of instead of a scalar value.
What is Frontwards Kinematics?
Before we can get into what Inverse Kinematics is, we need to figure out what Forward Kinematics is. The Forrad Kinematics function/algorithm takes a pose every bit the input, and calculates the position of the end effector every bit the output. Forward Kinematics is the inverse office of Inverse Kinematics. With Frontwards Kinematics, you need to ascertain the whole pose of an articulated body then as to provide the function/algorithm with the pose input. This means y'all need to define the articulation of each joint in the articulated body. This might be fine if you have a low number of joints, but with a high number of joints this tends to exist tedious.
What is Inverse Kinematics?
Now, imagine if you lot'd like the stop effector of your articulated body to reach a detail target position. This means that you know the finish effector position you'd like to target, but yous don't know what the pose of the articulated body needs to be for the stop effector to reach this target position. This is where Inverse Kinematics shines!
Inverse Kinematics is the changed function/algorithm of Forward Kinematics. The Frontwards Kinematics function/algorithm takes a target position as the input, and calculates the pose required for the end effector to attain the target position — the pose is the output.
As y'all tin run across, the input and output are switched betwixt FK and IK. With Inverse Kinematics, you do not need to define the whole pose of an articulated body — this gets calculated for your past the IK algorithm. With IK, you simply need to ascertain a position as the input.
Changed Kinematics does all the challenging computational work of calculating what the pose is. In the Before Land, in that location is an articulated body with some known pose. It defines a target position for the end effector to try to reach. Once the IK algorithm is applied to the articulated body, nosotros have reached the After State. The Subsequently State shows that a new pose has been computed, such that the end effector is now at the target position.
What are the uses of IK?
At this point, nosotros know that IK is applied to an articulated body, we know what an articulated body is made upwards of, and we know the difference betwixt IK and FK. Nosotros accept a good overview of IK and so far, but allow'south round it out with some practiced use cases of IK too. IK can be used for a humanoid arm to reach for an object/target, equally nosotros've seen. IK tin can also be used for foot stepping, such that we tell the foot where to pace and the IK figures out how to configure the leg joints. IK is not usually used as an blitheness itself (reaching for an object), but more as an animation tool. So, if you are implementing a walk cycle, you could position some of the key frames using the IK tool.
Another key point about IK is that your goal/target is not express to position solitary — your goal tin be defined every bit a rotation. For instance, if your feet need to rotate based on uneven terrain, your IK rotation goal can exist defined based on the floor'southward normal. This style your feet are inclined forth the floor, such as when you are walking up an incline. Note that you tin can also use IK to take your caput (or fifty-fifty eyes) await in a certain direction. If you want your caput to follow an object, you can use IK to have the head follow the object effectually.
Source: https://gamedev.stackexchange.com/questions/35474/what-is-the-necessary-know-how-to-write-an-animation-library-ik-fk
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