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Alchemist. Futurist. Raegan Brown


Overview:
For this assignment, I implemented a basic character deformation system using C++. The project focused on understanding how skeletons drive surface geometry through skinning, and how FK and IK techniques control articulated motion.
Tools and Techniques Used:
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Visual Studio Code
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C++
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Linear Blend Skinning
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Forward & Inverse Kinematics
Process:
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Implemented linear blend skinning (LBS) to bind a mesh to an underlying joint hierarchy and compute smooth vertex deformation.
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Built a forward kinematics (FK) system to propagate joint rotations through the skeleton, updating transforms down the hierarchy.
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Added inverse kinematics (IK) using iteration to position end-effectors by solving joint parameters.
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Visualized joint chains, skin weights, and mesh deformation in motion.
Result:
A functional animation system that demonstrates how skeletal transformations, skinning, and kinematic controls work together to deform a character mesh — enabling realistic bending, posing, and manipulation of articulated models.