saindd Posted September 28, 2015 Share Posted September 28, 2015 Has anyone implemented IK & FK inside T3D? I've been searching the old forums and the TDN, but i wasn't able to find any docs, samples or anything. It would be really useful for snapping the players hands to the weapons or items he's using. Kinda like Final IK in Unity. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 29, 2015 Share Posted September 29, 2015 i don't think anyone has implemented them fully, but it would take more than scripting such a thing would need to be implemented in source code Quote Link to comment Share on other sites More sharing options...
JeffR Posted September 29, 2015 Share Posted September 29, 2015 I've done a bit of work on it in the past and do want to get back around to it in the future. A basic implementation of IK isn't hard, but to make it truely useable requires some nice tools to sit on top to control the parameters, and that takes more time. Quote Link to comment Share on other sites More sharing options...
saindd Posted October 28, 2015 Author Share Posted October 28, 2015 Can we manipulate bones via TorqueScript? I mean, just move the bone or change it's angle. Quote Link to comment Share on other sites More sharing options...
shoiko Posted December 22, 2015 Share Posted December 22, 2015 This would be very nice to have, at least some basic bone manipulation example with curves. I'm trying to achieve the famous Overgrowth technique with T3D, inspired by this: Quote Link to comment Share on other sites More sharing options...
chriscalef Posted December 22, 2015 Share Posted December 22, 2015 I know the Sickhead guys did some work on IK years back, with a dinosaur sim they were making for a museum. I don't think they've been working with Torque for years now but it might possibly be worth chasing down Tom Spilman and bugging him about it. Maybe. He might just laugh at you though. It would be seriously cool to get it working though, and given the number of IK solutions out there it doesn't seem like adapting one of them to Torque would be that difficult of a job... not that I'm volunteering at the moment.One thing I am intending to do in the very near future though is bring in more a lot of work from Ecstasy Motion that could help do things like changing node orientations from script - even though for IK you would definitely not want to do it in script, this would certainly be an engine side project. Quote Link to comment Share on other sites More sharing options...
chriscalef Posted December 22, 2015 Share Posted December 22, 2015 It looks like the Open Tissue project might not be a bad place to start, here's a link to someone who's hooked up IK in Ogre using it:http://www.ogre3d.org/forums/viewtopic.php?f=5&t=47172From following the comments on that post I also came across this, which seems to be a potentially slimmer solution for just IK:http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=&f=6&t=2952 Quote Link to comment Share on other sites More sharing options...
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