One of the most common ways of the realistic animation of human character is motion capture. The motion capture can replace the traditional animation techniques, since in many cases it is not only more efficient but also a more realistic result can be achieved with this method. There are several available motion capture tools, however, the professional motion capture systems are expensive, and also require lots of space and preparation. Nowadays in the game industry, console accessories for motion capture has gone through a major improvement and become affordable for everyone. It is important to note that these tools are not as precise as the professional ones, on the other hand the application field of these tools does not require high precision. One of the most popular console based marker-less motion capture accessory is the Kinect. The topic of this thesis is the examination of the Kinect, in the aspect of human animation tracking. Unfortunately, we cannot always relay on the motion capture data provided by the Kinect, therefore I tried to eliminate this uncertainty with the help of inverse kinematics. I integrated the Kinect motion capture with the inverse kinematics into a professional 3D animation application, called Autodesk Maya.