Learning path · 8 steps
Character animation & IK
Hierarchies, rotations and inverse kinematics for characters that reach, aim and plant their feet.
- Mathematicscore1. Transforms and MatricesBones are transforms in a hierarchy.
- Mathematicscore2. Local vs World SpaceConvert targets into a bone's local frame.
- Mathematicscommon3. Euler Angles and Gimbal LockJoint limits are usually authored as angles.
- Mathematicscore4. QuaternionsBlend joint rotations without gimbal lock.
- Animationcommon5. Inverse KinematicsSolve the chain so the hand reaches the target.
- Mathematicscore6. Easing FunctionsTiming curves for procedural motion.
- Game Feelcommon7. Squash and StretchClassic principle that sells weight.
- Mathematicscommon8. Bézier CurvesSmooth paths for hands, cameras and props.