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Mastering Ankling in Computer Graphics and Animation

Ankling is a term used in the context of computer graphics and animation to describe the movement of a character's ankle joint. It is a type of secondary motion that is often used to add realism and nuance to a character's movements.

In traditional hand-drawn animation, ankling was often achieved by drawing additional keyframes for the ankle joint, which would create a subtle bobbing or rocking motion as the character moved. In computer animation, ankling can be achieved using a variety of techniques, including physics simulations, keyframe animation, and inverse kinematics.

Ankling is used to convey a range of emotions and attitudes, such as nervousness, excitement, or weariness. It can also be used to indicate the weight and mass of a character, as well as their balance and center of gravity. By adding ankling to a character's movements, animators can create more realistic and engaging performances that capture the subtleties of human movement and expression.

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