Artist‐Directed Inverse‐Kinematics Using Radial Basis Function Interpolation

One of the most common tasks in computer animation is inverse‐kinematics, or determining a joint configuration required to place a particular part of an articulated character at a particular location in global space. Inverse‐kinematics is required at design‐time to assist artists using commercial 3D animation packages, for motion capture analysis, and for run‐time applications such as games.

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