Rigging
The Mathematics of Motion
Rigging lessons
Foundation: Trigonometry on the Unit Circle
Every rotation formula uses sin and cos. Drag around the unit circle to see them as literal geometric projections — red is cosine (horizontal shadow), green is sine (vertical shadow), purple is tangent (height at x=1):
Foundation: Vector Operations
Vectors are the atoms of graphics math. Switch between operations to see addition (tip-to-tail), subtraction (difference arrow), scaling, and normalization (set length to 1):
Intuition: Matrix Multiplication Step-by-Step
Matrix multiplication chains transforms together. Click through each cell to see exactly which row dots which column — and why the order matters (A*B is not B*A):
Skeletal Hierarchy
A skeleton is a DAG of joints. Each stores a local transform relative to its parent. The world transform is the chain product of all ancestors:
Live: Animated Skeleton + SLERP
Quaternion Rotations
Live: Euler Angles vs Quaternions (Gimbal Lock)
Set Y rotation to 90 degrees in Euler mode — X and Z collapse onto the same axis, losing a degree of freedom. Switch to Quaternion mode to see the fix:
LBS vs DQS Skinning
Live: LBS vs DQS Twist Comparison
Live: Weight Painting Visualizer
Click any vertex to inspect its weight split between J0 (upper arm) and J1 (lower arm). Bend the elbow to see how LBS blends the two joint transforms based on each vertex weight:
Inverse Kinematics
Live: Interactive FABRIK IK Solver
Click or drag anywhere to set the target. The 4-bone chain solves via FABRIK — alternating forward and backward passes until convergence: