What we'll cover in this chapter:

  • Introducing forward and inverse kinematics

  • Getting started programming forward kinematics

  • Automating the process

  • Making it really walk

Up to now, you've been going down a particular path, and it has all flowed very nicely. In fact, the previous chapters covered just about all the basics of interactive ActionScripted animation, even all the very advanced "basics." Now, I'm going to branch off to some other interesting techniques that use kinematics.

1So, what exactly is this thing called kinematics? It always seemed kind of scary when I tried to find out about it. I know it's built into some advanced 3D animation programs, and if you look it up online, you'll find some ...

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