Questions tagged [inverse-kinematics]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
0
votes
1answer
13 views

SetIKHintPosition and SetIKHintPositionWeight seems to have no impact

I have recently been exploring Unity's inverse kinematics, to further polish the interaction between our rigged avatars and props. I have made a sample project, using PuppetMaster's basic humanoid ...
0
votes
1answer
35 views

Transform bone absolute position to relative position

I'm working on adding IK to my engine and right now I'm implementing the FABRIK algorithm to give full support to more than three bones. The algorithm works by giving the joints positions, the start ...
1
vote
0answers
62 views

How to export an IK structure created in Blender 2.8 to Godot 3.1?

I created this IK bone structure in Blender 2.8 and exported as .escn As you can see, in Blender it's working ok. Now, how to use it in Godot? I've tried export ...
0
votes
0answers
33 views

Inverse Kinematics with obstacle avoidance for the manipulator (arm)

I have a basic understanding of inverse kinematics, in that there's a workspace and a configuration space, and the point is to find a solution in configuration space that satisfies a workspace goal. ...
0
votes
0answers
9 views

(Unity) SetIKRotation - bone isn’t aligning with IKgoal

I'm setting the IKPosition and IKRotation of the LeftHand AvatarIKGoal to a transforms pos and rot, and the position is lining up correctly but the rotation isn't. It's strange, because in the IK goal ...
0
votes
1answer
63 views

Whats the general method developers to implement FPS multiple weapon handling animations?

I'm trying to create a first person shooter and I'm lost on what's a good, efficient methodology to implement the whole weapon handling animation system. Now, I know that I could have a unique ...
0
votes
0answers
76 views

Wrong movement with Inverse Kinematics?

I'm scripting character IK to look at object "enemy" direction. If enemy is above him, he look at enemy. The issue here is when enemy goes out of character range. Character should look forward, and he ...
1
vote
0answers
19 views

Running animation on nodes

Suppose I have a character and an array of 3D coordinates, separated at most a certain distance apart. I would like to have a character run across the points in the array, placing its feet exactly on ...
0
votes
1answer
69 views

CCD IK Pole Target Contraint

I am writing my own CCD IK solver. The version I have currently works perfectly fine, however, I need a way to make it use a pole target constraint. What I want is for the elbow of my characters arm ...
1
vote
0answers
41 views

How to apply constraints to limb movements of a 3D human model?

I'm animating a 3D human model using playcanvas game engine according to the quaternion data provided by IMU sensors. How can I limit the movements of the limbs of the human model to avoid unrealistic ...
1
vote
0answers
211 views

Unity - Scaling down a GameObject containing a child Final IK (VRIK) rig

I'm currently building a VR / AR hybrid in Unity, where I'm controlling an IK rig using VR, then sending the VR controllers positions to an iOS device using network transforms to mirror the IK rig's ...
2
votes
0answers
111 views

How does an interruptive combat animation system like Metroid 2 work?

See here for reference. For the most part this game is a 2D side scroller with the expected platformer architecture: move left, right, jump, shoot, etc. Enemies move and you jump out of the way or ...
0
votes
2answers
753 views

Realtime inverse kinematics on unity apps for android and iOS

Hello I want to understand how much overheads do implementing inverse kinematics in realtime add. I am looking at an implementation as such demonstrated in the video. https://www.youtube.com/watch?v=...
2
votes
1answer
74 views

2D bone animation - point gun at mouse

How is this handled? https://www.youtube.com/watch?v=egk3yD1w4Wo It's some form of kinematics which I kinda understand and I have a very solid grip of trig, but I don't know how to start with having ...
1
vote
1answer
564 views

Inverse Kinematics using Pseudoinverse Jacobian

I'm having problems solving IK with Jacobian Pseudoinverse method. What I do is: At each local joint frame q_i of the chain q ...
2
votes
1answer
437 views

Aim up/down lookat aim target?

I have an animation of a character aiming a handgun 'straight', and firing a handgun from that straight pose. I want to have the character be able to aim up and down and fire from those poses too. ...
0
votes
1answer
188 views

Blender arm rig not working the way it should

I just bought a pair of arms from the unity asset store and imported them into blender, the IK seems to work just fine untill i use a Child of constraint on another bone(which is supposed to be a ...
3
votes
1answer
541 views

SDD Inverse Kinematics with constraints

I have a question regarding my quest on onderstanding IK solvers. After viewing this movie on YouTube: https://www.youtube.com/watch?v=MvuO9ZHGr6k I started recreating it with JavaScript. Just 2d on ...
1
vote
0answers
90 views

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 ...
-1
votes
1answer
701 views

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 ...
17
votes
0answers
1k views

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, step-by-...
1
vote
2answers
349 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 ...
2
votes
1answer
478 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 ...
9
votes
3answers
4k views

What is the necessary know-how to write an animation library (IK & FK)? [closed]

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 the libraries are relatively small, so I'm thinking about coding one on ...
8
votes
2answers
1k 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 ...