See Inverse Kinematics (IK) .
See effector .
See also Inverse Kinematics (IK) .
An Inverse Kinematics system that lets you transform hierarchies of bones using IK effectors.
See Inverse Kinematics (IK) .
The process in which a computer program automatically fills in the action between keyframes with in-between frames, creating the illusion of smooth, continuous motion when the animation is played.
In MotionBuilder, in the FCurves window, the interpolation is shown by the shape of the function curve drawn between keyframes of an animation.
A method of transforming a group of connected joints (such as a limb) where the movement of the end joint influences all the preceding joints in the chain.
For example, when you transform the wrist joint of an arm, the elbow and shoulder joints are also transformed.
See also Forward Kinematics (FK) .
The 32-bit host address defined by the Internet Protocol (IP).