IK chain

Post your own tutorials, guides and demos.

Post » Wed Dec 10, 2008 5:43 pm

Today while i was on Construct i went about trying to build a simple IK bone system and came up with this.

Its not perfect yet, as i havnt found the correct # relationship for something (its illuding me but i'll find it soon!)

The reason its not perfect is the target point of the IK does not represent the excact position where the end of the chain will land (it deviates about -10/+10 pixels) but is still very usefull. The other end stays excact so... if you would like an excact end point and a deviating shoulder just switch em around!

This is very easy to use and can be very useful for character animation
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Post » Wed Dec 10, 2008 8:02 pm

Thank you so much. This will make my life a hell of a lot easier.
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Post » Tue Dec 16, 2008 12:22 pm

Wow that's cool man :D

Even though Dave has worked out this new bones thing, this could still be really useful.

~Sol
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Post » Wed Dec 17, 2008 12:35 pm

[quote="SoldjahBoy":kf39ohay]Wow that's cool man :D

Even though Dave has worked out this new bones thing, this could still be really useful.

~Sol[/quote:kf39ohay]

thanks for the feedback sol

im not sure if daves thing supports ik, probably not since from what ive heard its foward kinematics with keyframes

this could be used in conjunction for holding weapons and what not. Anything thats not really a preplanned movement like walking.
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