Inverse Kinematics Author Message
GeekAntic
Member

 Post: #1 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 then that: Code: ```if(inv.slot[SLOT_ARM_L].valid()) // if has item in left hand       if(OrientP *point=cskel.findPoint("HandL"))    {       Vec     current_dir=-point->cross();                                       // this is the current weapon direction in world space       Matrix3 transform; transform.setRotation(current_dir,desired_dir,b_aim_l); // create matrix which transforms current direction into desired direction       cskel.transformInWorldSpace(sac.arm_lu,transform);                         // call this method to perform a world space transformation    }``` I wonder if there is a real ik example. I am thinking of bonechains, joint frition, prefered angles and angle restriction. Have to say it again, great work!
12-10-2009 10:36 PM
Esenthel
Administrator

 Post: #2 RE: Inverse Kinematics yes, this is it, more tutorials will be avaiable when I'll find the time to add them
12-11-2009 12:00 AM
GeekAntic
Member

 Post: #3 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 solving is a key feature i need for my current project.
12-11-2009 09:27 AM
Esenthel
Administrator

 Post: #4 RE: Inverse Kinematics you can achieve bonechain for 2 bones using transformInWorldSpace and some math
12-11-2009 03:52 PM
GeekAntic
Member

 Post: #5 RE: Inverse Kinematics Hm, so its no real IK. Its more or less FK?
12-11-2009 06:44 PM
Esenthel
Administrator

 Post: #6 RE: Inverse Kinematics no, FK is done just by animating, with "transformInWorldSpace and some math" you can do IK, for example on 2 bones, like full arm
12-11-2009 07:29 PM
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