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This is a good intuitive explanation of IK meant for someone who is doing 3d animation or modeling. Maybe not for somebody who would be actually developing kine
by Isamu 9y ago
This is a good intuitive explanation of IK meant for someone who is doing 3d animation or modeling. Maybe not for somebody who would be actually developing kinematics, for whom an overview of the matrix math is needed.
Given that, I still cannot understand WHY they use these user-unfriendly terms in animation and 3d modeling.
Yeah, I developed inverse kinematics and coded them up. But even then we spoke in terms of world coordinates vs. joint coordinates.
Joint coordinates -> you are specifying joint angles -> forward kinematics
World coordinates -> you are specifying a point in world space -> inverse kinematics
Really it is unhelpful to use the terms IK/FK with end users like animators and artists.
- gmiller123456 9y ago>But even then we spoke in terms of world coordinates vs. joint coordinates. World vs. joint coordinates might also generate some confusion, since joint coordinates are "world" coordinates too. And you can refer to the coordinates of a joint using "world" coordinates, which someone could easily refer to as a "joint coordinate". Of course, you can formally define exactly what these terms mean, but then you've lost all of the advantage of using common terms rather than more formal terms since you've replaced the common meaning of those terms with a formal one.