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Analysis of Inverse Kinematics Method For Human Movement in 2D Animation
Analysis of Inverse Kinematics Method For Human Movement in 2D Animation
Abstract— Creating a 2d animated human character is a Kinematics method is a method that is suitable for use in
challenging task, mainly by using traditional techniques. animations that have articulated bodies or parts that are
Several problems arise when the scene gets more complicated interconnected to form a framework. One of the objects that
and requires a large number of frames, making the animation can describe perfectly is the shape of human. In the
process takes time even longer. Therefore, the animator needs animation, human is one of the most difficult character to
an efficient method for animating human movement to make animate convincingly [4] for each part of the body moves in
the process faster and easier. Inverse kinematics is a method accordance with the anatomy mainly by the skeletal system
that used for animated characters which have articulated are interconnected by joints so that any movement animated
bodies by animate the whole chain of joint with just the end
must be done accurately and in detail.
effector so the animators can set character movements up
easily and animate quickly. However, this method creates Therefore, we need a method that makes the process of
jerky, unnatural animation that limited by angle. In this movement of the character looks natural and can be done
research, we explore the inverse kinematics method to create a more easily and quickly. In this study, we provide a solution
turn-around animation and apply the degree of freedom to the to the problems described above by making human
character. The result shows that by adjusting the degree of movement in 2D animation using the inverse kinematics
freedom for each joint, it can produce natural animation that method.
has an accuracy of 97%.
II. KINEMATICS AND HUMAN MOVEMENT
Keywords—animation, 2d animation, human movement,
kinematics, inverse kinematics A. Kinematics
Kinematics is the study of the movement and which have
I. INTRODUCTION
a joint, such as the movements of walking, by calculating
Computer animation has become one of the most the position, rotation, speed, and acceleration all articulated
profitable industries with high growth rates in each year. It joints and components - bend the knees, hips arched,
can be seen from the presence of animation that can be found shoulders, and head. In animation, kinematics are divided
easily in daily life [1], from the television series, into 2 types based on the method of movement:
commercials, music videos, video/computer games, and
animated films. Animations can also be found on the website, Forward kinematics (FK) is a method that works directly
and its use has been extended to various fields such as with the reference angle of a joint to reach a specific location
architecture, education, health, and military simulations to that each joint is moved individually, and moves in sequence
show that the animation has been greatly developed since the without any purpose. This method is usually found in robots.
first animated film created in 1928. Even in 2015, the global While Inverse kinematics (IK) is a method for turning on
animation industry get a total profit of up to $ 244 billion, or objects and shapes that depend on the structure which is an
around Rp. 3,301.5 trillion. articulated body. Articulated bodies can represent most
animated figures such as humans and animals which consist
In Indonesia in 2015, animation which is incorporated in of joints and links that are connected to each other.
the sector animated film, animation, and video became one
of the sub-sectors with huge potential for growth that has The fundamental difference with forward kinematics,
risen amounted to 6.68% where the figure has reached a inverse kinematics is determined from the movement of the
position above the average growth of the creative economy bones by the end of several joint angles that define the
which is around 4.38%. However, with this increased growth movement. This technique is very effective for simplifying
rate, the contribution to Gross Domestic Product (GDP) is complex animations and invisible life / natural. The terms are
still relatively small at 0.16% [2] and has not contributed often used in the Inverse Kinematics are as follows::
significantly to the global animation industry. This is because 1) Joint : Inverse kinematics has two types: revolute
of the factors that are the main obstacles often faced by the joint and prismatic joint. Revolute joint is a joint that is
animation industry, namely time and cost limitations [3].
connected to a link that can rotate around it. While the
During its development, computer animation in the form prismatic joint is a joint that has links that are connected to
of films, can be divided into several types, but the most other joints.
commonly used types are 2D animation and 3D animation. 2) End effector : The end effector is the outermost
Based on the advantages possessed by each type of position of the outermost link. This is the free end of the
animation, through this research, we will combine these
chain joints and back and forth link.
advantages are focused on one of the stages in 3D animation;
rigging. The technique of animating the rig/bone in 2D 3) Articulation and Poses : Articulation is the rotation /
animation has been known as the Kinematics. translation of the joint that drives the connected relationship.
Articulation consists of the angles of each joint that