ABSTRACT

This chapter looks at kinematics, a branch of mechanics, which deals with studying the motion of objects, and it deals with the motion of a hierarchical skeleton structure. In forward kinematics, the end effector’s position is calculated from the joint parameter values. There are many types and classifications of characters. Characters that are similar to human beings in form are referred to as anthropomorphic. Pivot joints are called so because one bone in the joint pivots within another bone. The surface or the mesh represents the skin of the character, while the skeleton represents the interconnected set of bones that will be used to create the various poses required for animation. The design of the character must show a good understanding of the plot and the script to align character’s traits and the overall personality accordingly. In character animation, to achieve a balance, typically, the weight is either distributed evenly or unevenly among the feet.