| | Character Animation: Skeletons and Inverse Kinematics |
 | | Another school of thought on hierarchies uses the "inverted tree" model, where the parent (the hip or pelvis) is referred to as the "root." While no part of a hierarchy is ever really referred to as the "trunk," the children, and their children, become "branches." (See Figure 1. |
 | | Animation seems simple with Forward Kinematics and basic hierarchiesâ”until your character has to do something like walk without her feet sliding across the floor, or stay in place while turning her body to look behind her. |
 | | NOTE: Some animation packages allow the application of Inverse Kinematics to "non-skeletal" objects such as cubes, spheres and null objects, although creating and operating IK chains built this way is usually much more complex. |
| www.intel.com /cd/ids/developer/asmo-na/eng/dc/games/graphics/20433.htm?page=2 (1278 words) |