Animation & Digital Puppets
In animation, inverse kinematics (IK) refers to equations that calculate how the joints of a limb or body should change position when the end point is moved. For example, if inverse kinematics was applied to a shoulder > elbow > hand arrangement, moving the hand would automatically create proper rotating and bending of the elbow and shoulder while keeping the arm anchored to the character.
The animated movement of the arm in this entry was accomplished entirely by moving just the hand. The elbow and shoulder joints are controlled by inverse kinematic expressions created when the arm was rigged using the Duik script.