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Relative Transformations for Bones

I'm using Blender to export my armatures in relative coordinates, and I'm trying to get to absolute coordinates in my engine. For the above example, the childBone's tip is an offset of [-1,0,0], ...
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CCD IK algorithm going horribly wrong

I'm trying to implement the Cyclic Coordinate Descent algorithm described here: http://www.cs.cmu.edu/~15464-s13/assignments/assignment2/jlander_gamedev_nov98.pdf So first of all, I'm passing in ...
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How can I compute a Jacobian matrix with dual quaternions? [closed]

I'm trying to understand an inverse kinematics algorithm realized with dual quaternions as presented here. My Jacobian matrix, however, seems to be calculated wrong. Could somebody explain, ...
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1answer
150 views

2D motion synthesis for a human character

I want to make the player controlled character of my two dimensional sidescroller responsive to environmental forces, while still being controllable. I read about the commercial software product ...
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1answer
172 views

Guidelines when rigging a character

Just wondering that how many IK (Inverse Kinematic) bones should you apply to a game character before it starts to go resource hog. Basically should you try to get rid of IK bones and just try to ...
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What is the necessary know-how to write an animation library ( IK & FK ) ? - in C++

I can't find any good library for animation, the ones that i found are just really old and discontinued, but i have noticed that this library are relatively small, so I'm thinking about coding one on ...
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1answer
704 views

Literature for Inverse Kinematics: Joint Limits and beyond

Recently I've been playing around with Inverse Kinematics and have been pretty impressed with the results. Naturally I want to take it further, but have no clue where to start. In particular, I would ...