Motion interpolation (computer graphics)

[1] Formerly, a popular method of simulating a character's movement involved storing a variety of motions and choosing the most appropriate one during run-time.

[2] The simulated figure that is manipulated to show the motion is represented as a hierarchical connection of rigid links by joints.

This representation is sufficient, because knowing only the degrees for each joint and the root, the figure can be rendered at any time.

A happy walking motion may be characterized by a simulated figure's posture being upright and its gait being energetic and fast-paced.

This means that their times must be made generic so that significant structural events occur simultaneously.

[1] Inverse kinematics can be used with real-time motion interpolation to create interactions with a virtual environment.

For example, during a forward point contact in a walk cycle, kinematic constraints should be enabled so that the foot of the simulated figure is flush with the floor of the virtual environment.