Interactive Robot Arm Inverse Kinematics
An interactive 3D visualization demonstrating robot arm kinematics with real-time inverse kinematics (IK) solving. Drag the target sphere to any position within the workspace and watch as the CCD algorithm automatically calculates and executes the necessary joint movements to reach your target.
Overview
This simulator provides hands-on experience with both forward and inverse kinematics - fundamental concepts in robotics that bridge the gap between high-level manipulation goals and low-level joint control.
Forward Kinematics answers: "Given these joint angles, where is the end effector?"
Inverse Kinematics answers: "Given a desired end effector position, what joint angles do I need?"
Relevance to Robotics
- Foundation for Manipulation: IK is essential for pick-and-place tasks, where robots need to move their gripper to specific positions
- Complements RL: Works alongside reinforcement learning systems (like those in Omniverse Gym) by providing the low-level control layer
- Real-world Applications: Used in industrial manipulators, surgical robots, animation, and VR motion control
How to Use
Inverse Kinematics Mode (Default)
- Drag the Target: Click and drag the semi-transparent green sphere to any position
- Watch the Arm Follow: The robot arm automatically adjusts its joints to reach the target
- Visual Feedback:
- Green target = Position is reachable within the arm's workspace
- Red target = Position is beyond the arm's maximum reach (arm will extend as far as possible)
- Monitor Info Panel: The Leva control panel (top-right) shows:
- Current end effector position (X, Z coordinates)
- Target distance from base
- Reachability status
Forward Kinematics Mode
- Switch Mode: In the Leva panel, open "Control Mode" and select "Forward Kinematics"
- Manual Control: Use the three joint angle sliders (Joint 1, 2, 3) to directly control each joint
- Observe Movement: Watch how changing individual joints affects the end effector position
- Learn Kinematics: This mode helps understand how joint configurations map to end effector poses
Adjusting Solver Settings
In the "IK Settings" folder:
- Max Iterations: Higher values = more accurate but slower (typical: 10-15)
- Tolerance: Lower values = more precise positioning but may not converge (typical: 0.01)
Technical Details
The CCD Algorithm
This simulator uses Cyclic Coordinate Descent (CCD), a popular IK algorithm that:
- Iterates from end to base: Starts at the last joint and works backward
- Rotates each joint: Points each joint toward the target position
- Repeats: Continues iterating until the end effector is close enough (within tolerance)
- Converges quickly: Typically reaches the solution in 5-10 iterations
Advantages of CCD:
- Fast and stable
- Handles joint limits naturally
- Gracefully handles unreachable targets (gets as close as possible)
- Simple to implement and understand
Planar Arm Simplification
This MVP implementation uses a planar arm (2D in the XZ plane):
- Only yaw rotations (no pitch or roll)
- Simpler math while demonstrating core IK concepts
- Easily extensible to full 3D kinematics
Device-Adaptive Rendering
The simulator automatically adjusts quality based on your device:
| Performance Tier | Geometry Detail | Materials | IK Iterations |
|---|
| High (desktop) | 32 segments | PBR with metalness | 15 |
| Medium | 16 segments | PBR | 10 |
| Low (mobile) | 8 segments | Basic flat shading | 5 |
Mathematical Foundations
Forward Kinematics
For each joint i:
cumulativeAngle += θᵢ
x += Lᵢ × cos(cumulativeAngle)
z += Lᵢ × sin(cumulativeAngle)
Where:
θᵢ = angle of joint i
Lᵢ = length of link i
- Final (x, z) = end effector position
Inverse Kinematics (CCD)
Repeat for N iterations:
For each joint i from end to base:
v₁ = vector from joint i to current end effector
v₂ = vector from joint i to target
Δθ = angle between v₁ and v₂
Apply rotation Δθ to joint i
If distance(end effector, target) < tolerance:
Break (solution found)
Implementation Details
- 3-DOF Arm: Three revolute joints with link lengths [1.5, 1.5, 1.0]
- Workspace: Maximum reach = 4.0 units (sum of link lengths)
- Framework: React Three Fiber for 3D rendering
- Controls: @react-three/drei PivotControls for drag interaction
- GUI: Leva for development controls
- File:
/components/r3f/projects/robot-arm-ik.tsx (~500 lines)
References
Algorithms
Technical Papers
- Robot Transformers: High-level manipulation policies (this provides low-level control)
- Omniverse Gym: RL training environments (this shows the control layer beneath)
- Path Planning: Motion planning algorithms (this handles end effector control)
Future Extensions
Potential enhancements for future iterations:
- Full 3D Arm: 6-DOF with pitch/roll for complete orientation control
- Multiple Algorithms: Compare CCD with FABRIK and Jacobian methods
- Joint Limits: Enforce realistic joint angle constraints
- Workspace Visualization: Semi-transparent sphere showing reachable positions
- Collision Avoidance: Self-collision detection and avoidance
- Motion Planning: Smooth trajectories between poses
- Preset Configurations: Common industrial arms (PUMA, UR5, Franka Emika)
Try It Yourself
Challenges:
- Can you reach a target directly behind the base? (Hint: Not possible with this configuration!)
- Switch to FK mode and manually recreate a pose from IK mode
- Find the "elbow up" vs "elbow down" configurations for the same target
Experiment:
- Increase tolerance to 0.1 - notice how the arm gets "close enough" faster
- Decrease iterations to 3 - observe how accuracy decreases
- Try dragging the target in circles - watch the arm follow smoothly