Week_08_002: The difference between IK and FK in 3D animation production and the usage scenarios

Inverse Kinematics (IK)

Inverse Kinematics (IK) refers to the automatic calculation and adjustment of the position and Angle of intermediate nodes (such as shoulders or knees) by moving or rotating the end nodes of a model (such as the wrist or sole of the foot).

Forward Kinematics (FK)

Forward Kinematics (FK) affects the position and Angle of the child nodes by manually setting the position and Angle of each joint of the mode.l

The use case of IK and FK depends on the purpose and effect of the animation. In general, IK is suitable for simulating the interaction of the model with the environment, such as walking, running, climbing ladders, etc., because these actions require the end nodes of the model to remain in a fixed position.

FK is suitable for simulating the free movement of the model, such as shaking the head, waving, dancing, etc., because these movements require more autonomy and flexibility in the model’s joints.

The switching of IK and FK can be done in the frame with the greatest change in action, or within a frame.

The totally modified version of the Walk cycle.

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