![]() An IK structure is a basically a chain (parent child relation) of objects having a start (driver) and stop (goal) point. This adaption is called inverse kinematics and it can be made to happen automatically.īongo 2’s IK feature could also be called automatic keyframing. To avoid breaking of the hierarchy some other objects have to adapt their transformations. Often this brakes the hierarchy because this object doesn’t obey its parent’s transformation anymore. Sometimes it’s necessary to set transformation for an object in the hierarchy by hand. This method of applying transformation is called forward kinematics. This way all of the objects in the hierarchy get transformed. Each object applies its parent’s transformation to its own. These transformations are usually defined by rotation angles around pivot points, translations along pivot axis and axial scaling factors. In an object hierarchy parents usually transform their children as they are transformed themselves. When multiple objects are linked together with parent-child-relations the structure is called object hierarchy.
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