This occurs, for example, where a human actor's filmed movements are to be duplicated by an animated character.
Inverse kinematics is also used to recover the movements of an object in the world from some other data, such as a film of those movements, or a film of the world as seen by a camera which is itself making those movements. However, the reverse operation is, in general, much more challenging. the hand of the character or robot, can typically be calculated directly using multiple applications of trigonometric formulas, a process known as forward kinematics. Given joint parameters, the position and orientation of the chain's end, e.g. In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Computing joint values of a kinematic chain from a known end position Forward vs.