Abstract

In this chapter, we’re going to discuss how we can go about implementing basic forward and inverse kinematic chains/systems in Silverlight. Both techniques have been used pretty extensively in 3D animation to create objects with articulated, constrained joints that walk, interact, and so on. The concept is based upon a group (or chain) of objects. Given that chain of objects, kinematics is a method of determining an object’s rotation and position based on the object next to it.

Keywords

Sine Editing 

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Copyright information

© Jeff Paries 2009

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