An inverse kinematics method based on muscle dynamics

T. Komura, Y. Shinagawa, T.L. Kunii

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract / Description of output

Inverse kinematics is one of the most popular method in computer graphics to control 3D multi-joint characters. In this paper, we propose an inverse kinematics algorithm that takes the characteristics of human bodies into account. The mausculoskeletal model is used to solve the redundancy of the human body. Using our method, feasible human body motion can be obtained simply by specifying the motion of several end effectors or body segments. Since muscle dynamics is taken into account, the configuration space of the human body is automatically calculated, and unrealistic postures can be avoided. It is also possible to tune the motion by changing the external load applied to the muscles. Using our method, the amount of work by the animators is reduced to create natural human animation
Original languageEnglish
Title of host publicationComputer Graphics International 2001. Proceedings
PublisherInstitute of Electrical and Electronics Engineers (IEEE)
Number of pages8
ISBN (Print)0-7695-1007-8
Publication statusPublished - Jul 2001

Keywords / Materials (for Non-textual outputs)

  • computer animation
  • manipulator kinematics
  • 3D multi-joint characters.
  • animators
  • body segments
  • computer graphics
  • end effectors
  • human bodies
  • human body motion
  • inverse kinematics method
  • mausculoskeletal model
  • muscle dynamics
  • natural human animation
  • Animation
  • Arm
  • Biological system modeling
  • Computer graphics
  • End effectors
  • Humans
  • Kinematics
  • Muscles
  • Robots
  • Torque


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