FullBodyBipedIK
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.idea/runConfigurations.xml
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<option value="com.android.tools.idea.compose.preview.runconfiguration.ComposePreviewRunConfigurationProducer" />
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% makeindex style file created by the glossaries package
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% makeindex style file created by the glossaries package
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% for document 'thesis' on 2022-3-27
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% for document 'thesis' on 2022-4-2
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actual '?'
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bib.bib
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bib.bib
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year = {2021},
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year = {2021},
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}
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}
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@misc{FinalIK_FullBodyBipedIK_2021,
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note = {letzter Zugriff am 27.03.2022},
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author = {RootMotion},
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title = {Final IK - Full Body Biped IK},
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url = {http://www.root-motion.com/finalikdox/html/page8.html},
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year = {2021},
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}
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@misc{Oculus_2021,
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@misc{Oculus_2021,
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author = {Oculus},
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author = {Oculus},
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year = {2021},
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year = {2021},
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pics/fullbodybipedIK.png
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pics/fullbodybipedIK.png
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\label{fig:finalIK_fabrik_root_script}
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\label{fig:finalIK_fabrik_root_script}
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\end {figure}
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\end {figure}
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%\subsubsection{Full Body Biped IK}
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\subsubsection{Full Body Biped IK}
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%\subsubsection{Grounder}
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Die Full Body Biped IK ist eine flexible und schnelle Lösung für Biped Charaktere, darunter Fallen Modelle, welche zum Beispiel auf zwei Beinen stehen.
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%\subsubsection{Interaction System}
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Der Charakter wird auf ein simples IK-Rig reduziert, von welchem die Position und Rotation der einzelnen Gliedmaßen berechnet wird.
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%\subsubsection{Leg IK}
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Die Berechnung wird dabei in jedem Frame durchgeführt.
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%\subsubsection{Limb IK}
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Das Ergebnis danach wieder auf das 3D Modell übertragen, siehe Abb. ~\ref{fig:finalIK_full_body_biped_ik}.
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%\subsubsection{Look At IK}
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~\cite{FinalIK_FullBodyBipedIK_2021}
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%\subsubsection{Rotation Limits}
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\begin {figure}
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%\subsubsection{Trigonometric IK}
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\centering
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\includegraphics[scale=0.5]{pics/fullbodybipedIK}
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\caption{Final IK - FullBodyBiped IK}
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\label{fig:finalIK_full_body_biped_ik}
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\end {figure}
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%\subsubsection{VRIK}
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%\subsubsection{VRIK}
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%\subsubsection{Extending Final IK}
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%\subsection{IDE}
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%\subsection{IDE}
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