inverse kinematics
Determining what joint angles are needed to position the end-effector at a specific target location. Think: “I want my hand at this point in space—what angles do I need?”
The opposite of forward kinematics.
What it is:
The mathematical process of calculating what angles each joint needs to be at so that the robot's hand (end-effector) reaches a desired position and orientation in space.
The inverse problem:
- Forward kinematics — You know all the joint angles → calculate where the hand is
- Inverse kinematics — You know where you want the hand to be → calculate what angles achieve that
Why it's essential:
When you command a robot "move your gripper to position X, Y, Z in space," the robot doesn't work in those coordinates natively—it works by rotating individual joints. Inverse kinematics is the translation layer that converts your high-level spatial goal into specific joint commands.
The challenge:
- There may be multiple solutions (different joint configurations that reach the same point)
- There may be no solution (the target is physically unreachable)
- The math can be computationally expensive to solve in real-time
Practical example:
You want to pick up a cup on a table. You specify the cup's location (X, Y, Z coordinates). The inverse kinematics algorithm instantly calculates: "Rotate shoulder to 45°, elbow to 90°, wrist to 120°" to get your gripper exactly where it needs to be.
Connection to other concepts:
The Jacobian matrix is the mathematical foundation that makes inverse kinematics calculations possible—it provides the geometric relationships needed to solve the problem.
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