🦴 Forward Kinematics (FK)

Quick Summary

Forward Kinematics (FK) is the standard method of skeletal 3D animation — where the animator manually poses each bone in a hierarchy from parent to child, and child bones inherit the transformations of their parent bones.

Illustration

The Bone Hierarchy

In 3D character animation, a character’s body is defined by a skeleton rig — a hierarchy of bones:

Root (Hips)
├── Spine
│   ├── Chest
│   │   ├── Left Shoulder → Left Upper Arm → Left Forearm → Left Hand
│   │   └── Right Shoulder → Right Upper Arm → Right Forearm → Right Hand
│   └── Head
├── Left Thigh → Left Knee → Left Ankle → Left Foot
└── Right Thigh → Right Knee → Right Ankle → Right Foot

How FK Works

In FK, transformations flow from parent to child:

  • Rotate the Spine bone → Chest follows
  • Rotate the Chest → Shoulders follow → Arms follow → Hands follow

The animator controls each bone’s rotation directly. This gives precise artistic control but requires manually posing every bone in a chain.

FK vs IK

Forward KinematicsInverse Kinematics
Control directionParent → ChildEnd effector → Parent
Use caseBroad body motion, walk cyclesFoot/hand contact with surfaces
Artistic controlHigh (manual)Calculated automatically
Real-world feelRequires skillMore physically natural

See Also