Inverse Kinematics in Construct 2

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Post » Sat Feb 09, 2013 1:53 am

After many attempts with limited revolute joints and applying forces, I was wondering if anyone had made any attempts to create IK solvers in Constuct 2.

Searching the forums/manual/tutorials dug up a few old threads on intrusion style puppet models, so I was wondering if anyone had yet brought that over into Construct 2?

Looking at a few demos of box2d on youtube there are some great examples of cars with suspension, and even a fully working (if a little buggy ) tank track system with physics based tracks.

Here's my broken thing at the moment - if I had an IK solver, I could get the legs to adjust to the ground nicely, without them flailing around limply as they are at the moment.

[tube]MUIdaBH_xcw[/tube]JohnnySix2013-02-09 01:54:03
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Post » Sat Feb 09, 2013 3:00 am

I think Spriter is about the only thing I have seen lately that provides any kind of IK ability for C2, and that has to be applied to the animation in advance, nothing real time in C2 that I have seen...
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Post » Sat Feb 09, 2013 7:07 am

If you spend some time tweaking your angular damping then you could get a decent result, as you can see in my tentacle attack example I made for another user. There's no solver in the common sense, but it's on its way there by connecting together a series of "bones" that are grounded by a base and given function by a controller. You could even limit rotations by using a limited revolute joint, as would be the case with limbs or even your ship's landing gear.

Personally, I'd love to see one of our more experienced users put together a plugin that makes handling this stuff a little easier, but that's just wishful thinking.
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Post » Sat Feb 09, 2013 8:19 am

Or @Ashley perhaps some native support?

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Post » Sat Feb 09, 2013 11:56 am

Here is tutorial made about it:
http://www.scirra.com/forum/quazis-tuts-part-1-the-2-armed-ik-solver_topic39035.html

It's made for CC but it can be used for C2.
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