Inverse kinematics solver

Inverse kinematics (IK) is the process of finding the joint values of a kinematic chain (skeleton rig) given the positions of certain bone positions, keypoints in the case of mocap. In plain English, in go the keypoint locations, and out go the human bone positions.

Kinoca offers its own IK solver, although you are welcome to use your own by reading the raw keypoint output. Its strengths are its powerful multilingual automatic bone mapper, auto model convention detector and speed (practically zero compared to the rest of the mocap pipeline).

IK solver options

Bone mapping

Each model rigger names bones in their own convention with no official standard. Different names are used by Mixamo, MMD, each studio etc. Usually you want to leave bone mapping to the auto-mapper by clicking “Auto-map” and only manually map any bones the auto-mapper may miss. The auto-mapper uses a string matching approach that includes the typical bone names that are used in the English and Japanese speaking industry. It should work well with Mixamo, MMD and Blender Rigify rigs.

Smoothing

Exponential smoothing between frames. High values make motion smoother, while small values preserve the snappiness of rapid movements.

Keypoint scale (XYZ)

Allows you to scale the model in case your model is created in a different scale from your body proportions.

Animate hips position

Unchecking this fixes your avatar to the origin and allows your limbs to move without locomotion.

Anchor first frame to the rest pose

Uses the first captured frame as the frame origin instead of the calibrated world frame.

Position scale

Scales the output spacial movement. Increase or decrease to make your virtual volume appear smaller or larger than your physical volume.