IK Solving Plugin

Forum for plugin, effect and behavior programmers. Please use the Help & Support forum for help using Construct.

Post » Sat Mar 14, 2009 8:34 pm

Version 1.2 coming through! I found out how to show which objects are connected in the editor(thanks to the RTS source), so that's in there now.

Also, instead of the second bone merely being placed at the very end of the first one, there's now a reletive distance value that you can specify. 0 is default and will keep the bone at the very end, negative values will have it closer to the pivot point, and positive values will place it farther out. Very helpful for making more seamless joints. :)

IK Solver 1.2

NOTE: If you have any CAPs using this, the IK stuff won't work anymore. You'll have to edit any actions using the plugin to make them work again. The reason for this is that the control point is now the FOURTH parameter since the distance parameter is now behind it.
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Post » Sun Mar 15, 2009 7:45 am

Looking good, one minor thing, I think it should be Distance (Relative).
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Post » Sun Mar 15, 2009 10:47 am

There's no included cap though. I made some experiments on IK solver, but I think a *cap could explain it's features better, nah?
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Post » Sun Apr 05, 2009 8:29 am

this thing rocks
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