Controlled Doses of Exceptional Blather

Wednesday, February 13, 2008

The Dawning Revelation of New Peril: Inverse Kinematics

You know, it seems the more my project here proceeds the more daunting it becomes. Seriously!! In the beginning there was boldness and pride and fearlessness and excitement, and it was good!

Several hurdles later (holidays, birthdays, funerals, parties, moving, and more than a reasonable share of hardware and software failure, etc.) here I am staring at more hurdles, and the productive tasks at hand are multiplying faster than I can check them off. It's kind of like counting the fingers on both hands, where every other finger you hit someone adds a hand to count, some of which are in mittens... they look like a single finger, but once the mitten is peeled away there's another full hand to go! Alright, that's a weird analogy... but it makes sense in a mitteny kind of way.

As I continue to struggle to get my computer operational (as in not blue screening every time I try to accomplish something worth accomplishing) I continue to think and plot and scheme, and my newest revelation (striking me only moments ago) is that in order to do ohhh... 50% of the action-packed goodness I want to accomplish, I must have Inverse Kinematics...

Inverse Kinematics, for you non-animators, is the means by which a finger, for example, is placed out in front of the body to point forward and each joint connected to the finger is naturally moved and bent and arranged to represent it. Yes, the finger, the wrist, the elbow, and the shoulder. It allows one to specify the "end result" of the animation rather than each of the parts to get to that end result (which would be Forward Kinematics, which is what I'm doing now). It also allows reactionary animation. It allows characters to climb stairs (among other things). It allows characters to dodge. It allows characters to reach out and touch other characters. I MUST HAVE IT!

Details will follow once the latest malarkey is resolved.

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