6
Computer animation
This chapter starts with an introduction to the most commonly used approach to
3D computer an imation , i.e., keyframe in-betweening (tweening). It shows how
this is used for the animation of rigid body behavior and illustrates pos s ib ilities
for the extension of the keyframe approach to cover the more complex topic of
character animation. Following the discussion on character animation we will
proceed with an explanation of a techn iq u e often used for character animation,
namely inverse kinematics or IK for s h or t. IK has applications in non-ch ar acter
animation but it is probably its association with articulated models (i.e., charac-
ters) that an imator s would find it most useful. Finally there is a discussion and
a few ...