IK Solver
Class | Instructor | Date | Language | Ta'ed | Code |
---|---|---|---|---|---|
CS 4496 Computer Animation | Karen Liu | Spring 2013 | C++ | No | Code N/A |
CS 4496 Computer Animation | Karen Liu | Spring 2015 | C++ | Yes | Code N/A |
CS 4496 Computer Animation | Karen Liu | Spring 2016 | C++ | Yes | Code N/A |
When I completed this project as a student, I solved full Inverse Kinematics using c3d file-format mocap data, with a variable time step and individual marker weighting implementation, that would facilitate favoring updating certain joints over others in order to, for instance minimize energy. I used the code for this project in my Kinect library, modified somewhat to handle the peculiarities of the Kinect skeleton.
When I TA'ed the class we simplified the project somewhat, and had the students click on a handle (or set of handles) on the skeleton rig and drag the mouse to provide the motion to IK to.
Run to Jump clip - I pause the simulation to show the positional refinement. The solver does the best it can without impacting the frame rate while playing, and continues to improve once playback stops. |
Run to Walk clip |