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Pseudo Inverse Kinematics via Skeletal Animation Blending
By: Michael Guerrero
Supervisor: Anton Ephanov
Masters of Interactive Technology degree conferred May 16, 2009
Thesis / Project completed: May 16, 2009
Real-time inverse kinematics solutions typically suffer from both poor performance and poor aesthetic results. They are mathematically based approaches that use iterative numerical methods to converge to a solution. The end result is a new set of joint angles that move a particular point of interest on the skeleton closer to a desired goal position and orientation. In doing so, the CPU is burdened by the large number of computations necessary and the results are often unsatisfactory. However, by using skeletal animation blending to move joints instead of iterative numerical solutions, many of the drawbacks of traditional methods can be avoided while still providing some of the same features.

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