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Thread: Inverse Kinematics
Post: RE: Inverse Kinematics
Hm, so its no real IK. Its more or less FK? |
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GeekAntic |
Support |
5 |
5,342 |
12-11-2009, 06:44 PM |
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Thread: Inverse Kinematics
Post: RE: Inverse Kinematics
so the ik api are the function of cskel.transformInWorldSpace and bonechain solving is implemented?
I will figure out how it works if you give me enough information about the right starting point.
IK... |
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GeekAntic |
Support |
5 |
5,342 |
12-11-2009, 09:27 AM |
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Thread: Inverse Kinematics
Post: Inverse Kinematics
The engine is a really kewl piece of work.
You stated that the engine is also able to handle inverse Kinematics. I ve downloaded BM to investigate that feature. I was not able to find another part th... |
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GeekAntic |
Support |
5 |
5,342 |
12-10-2009, 10:36 PM |
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Thread: Bullets Collision
Post: RE: Bullets Collision
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GeekAntic |
Support |
23 |
23,581 |
12-10-2009, 09:25 PM |
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Thread: Bullets Collision
Post: RE: Bullets Collision
it would be nice if u could post the code solved the collision prob |
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GeekAntic |
Support |
23 |
23,581 |
12-10-2009, 08:41 PM |
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Thread: Free Camera movement [hint]
Post: Free Camera movement [hint]
Perhaps it is useful for newcomers like me
Code:
void RotateCam() {
Vec rot ( Ms.d.x,-Ms.d.y,0.0f);
Vec mv( 0.0,0.0,Ms.wheel())... |
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GeekAntic |
Support |
2 |
3,834 |
12-10-2009, 07:13 PM |