One of the most common tasks in computer animation is inverse-kinematics, o
r determining a joint configuration required to place a particular part of
an articulated character at a particular location in global space. Inverse-
kinematics is required at design-time to assist artists using commercial 3D
animation packages, for motion capture analysis, and for run-time applicat
ions such as games.
We present an efficient inverse-kinematics methodology based on the interpo
lation of example-motions and positions. The technique is demonstrated on a
number of inverse-kinematics positioning tasks for a human figure. additio
n to simple positioning tasks, the method provides complete motion sequence
s that satisfy an inverse-kinematic goal. The interpolation at the heart of
the algorithm allows an artist's influence to play a major role in ensurin
g that the system always generates plausible results. Due to the lightweigh
t nature of the algorithm, we can position a character at extremely high fr
ame rates, making the technique useful for time-critical run-time applicati
ons such as games.