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no distinction is made between instances and adaptations at that point because
the clip appears only once .
When the clip is cloned or loaded again, the Mixer adapts the new clip to the
biped as needed, then compares the change to previously loaded versions. If
the change is the same, the new clip and its previous versions are instances
of one another. If not, the new clip and previous versions are adaptations of
one another.
Interactive Renderer
Another term for the
Viewport Interactive Renderer on page 7966 .
Interpolation
Interpolation is the calculation of intermediate values. For example, when
you set two keyframes for a moving object, the object's position on
intermediate frames is determined by interpolation.
Inverse Kinematics
Inverse kinematics (IK) is a positioning and animation method that is built
on top of the concepts of hierarchical linking. To understand how IK works
you must first understand the principles of hierarchical linking and forward
kinematics.
Inverse kinematics starts with linking and pivot placement as its foundation
and then adds the following principles:
■ Joints are constrained with specific positional and rotational properties.
■ Position and orientation of parent objects is determined by the position
and orientation of child objects.
Because of these added constraints, IK requires greater thought about how
you link your objects and place pivots. Where many different solutions for
linking objects might be suitable for forward kinematics, there are usually just
a few good solutions for any given IK approach. The best solution depends
on consideration of both the nature of the hierarchy, and how that hierarchy
will be animated.
7820 | Glossary