I mean.. it describes that Inverse Kinematics <i>is</i> and <i>is used for</i>, but literally none of the math that makes it work. More than a little disappointed.
This is a good intuitive explanation of IK meant for someone who is doing 3d animation or modeling. Maybe not for somebody who would be actually developing kinematics, for whom an overview of the matrix math is needed.<p>Given that, I still cannot understand WHY they use these user-unfriendly terms in animation and 3d modeling.<p>Yeah, I developed inverse kinematics and coded them up. But even then we spoke in terms of world coordinates vs. joint coordinates.<p>Joint coordinates -> you are specifying joint angles -> forward kinematics<p>World coordinates -> you are specifying a point in world space -> inverse kinematics<p>Really it is unhelpful to use the terms IK/FK with end users like animators and artists.