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Re: IK [Re: alibaba] #293624
10/12/09 19:18
10/12/09 19:18
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
But that would move only one bone(it would deform the leg), not the whole leg properly. That's where IK should come. You create an IK for the leg and if you move its IK handle of the foot you get the whole leg move.



Ubi bene, ibi Patria.
Re: IK [Re: croman] #293628
10/12/09 19:38
10/12/09 19:38
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
e
Originally Posted By: croman
But that would move only one bone(it would deform the leg), not the whole leg properly. That's where IK should come. You create an IK for the leg and if you move its IK handle of the foot you get the whole leg move.
exactly, but recreating this is the prob

Re: IK [Re: croman] #293629
10/12/09 19:44
10/12/09 19:44
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
Expert
Puppeteer  Offline
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Theoretically it is pretty easy to create an ik but you will have great problems with bones(-animation).
Basically you only need a function that spits out the angles based on the relative postion of the target and the length of the parts of the arm/leg.
This is just trigonometry.
For example

A=Shoulder
B=Target
c=dist Target->Shoulder
b= upper arm length
a= underarm length
And you need to calc the angles on A and C


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Re: IK [Re: Puppeteer] #293853
10/14/09 11:37
10/14/09 11:37
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
The actual IK calculation shuoldnt be that hard... i did it before (in Flash though :P), but adding it up to an animation can result in really weird looks...

it sounds like a fun trig thing... I might go and try to make this sometime laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
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Re: IK [Re: Helghast] #293857
10/14/09 12:48
10/14/09 12:48
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
E
Enduriel Offline
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Enduriel  Offline
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E

Joined: Aug 2008
Posts: 133
Sweden, Stockholm
I believe you have to use quaternions, for arbitrary axis rotation etc.

Last edited by Enduriel; 10/14/09 12:48.
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