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That's right, forward kinematics is "given a mesh chain and a set of transformations, tell me where the last mesh will end up". This is the reverse of inverse kinematics (which gets used a lot in games these days, for example to make sure a character's feet don't "slide" when he's walking along the ground) which says "given a mesh chain and the point where the last mesh should end up, find one set of transforms which will get it there." In most cases, there's a lot of solutions (unless there's only two or three meshes in the chain, or there's no way to reach the end point.)
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