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Traditional

Inverse Kinematics (IK) systems attempt to solve a fundamental artistic

problem with math. While the math may technically bring a character's

leg to the correct position, it rarely imparts a sense of weight

or timing. This article presents a technique for creating IK effects

without these problems. The method uses only artist-created animation

that is blended to perform IK. By using animation only, the artist

retains control of the entire process. The character can now struggle

as he runs uphill while shifting his weight and speed, all without

losing accuracy of the foot positions which match the grade of the

ground. This article illustrates the practical applications of multi-axis

blending, blend hierarchies and priority blend trees as well as

the pitfalls of using such a system in the real world.

- 3D computer graphics
- animation
- Animation
- Animation software
- animation system
- approximate blended solutions
- basic algorithm
- basic algorithm
- blend algorithm
- blend algorithm
- Blender
- blender algorithms
- blender algorithms
- code
- Computer graphics
- Cross-platform software
- feedback systems
- Free software
- game development
- Graphics software
- Procedural animation
- simulation
- stable solution
- Technical communication tools
- Video game development