Are Inverse Kinematics implemented?

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Chris Jones
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Are Inverse Kinematics implemented?

Post by Chris Jones »

i was looking on the DevMaster.net Engines listing, and noticed that in the OGRE engine section, it said it had

Inverse Kinematics, Skeletal Animation, Animation Blending:

yet, Inverse Kinematics arent implemented are they?
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Post by qsilver »

No, Ogre does not have an IK solver. You can use IK in your modeling program but you have to bake the output into a skeletal animation.
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Post by Gf11speed »

qsilver wrote:No, Ogre does not have an IK solver. You can use IK in your modeling program but you have to bake the output into a skeletal animation.
How can I bake the output into a skeletal animation using 3dsmax 6? I have an IK animation that I want to convert to FK so it will work with Ogre. Any idea?
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Post by sinbad »

You enhance the exporter, or you do it manually by keying all your bones at specific points. I've implemented sampling for XSI but unless Discreet start being nice to us, we can't do it ourselves for 3DS.
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Post by Gf11speed »

*** :x Pulls hair out :x ***

I'm sort of a nub at 3dsmax, can you recommend a place to start learning about keying bones? Sorry for the trouble, I've spent the better part of the week trying to figure this thing out.
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Post by sinbad »

I can't personally recommend anything to do with 3DS max, it's far out of my price range. However the wiki has some resources on it.
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Post by Gf11speed »

Got it! Thanks Sinbad for getting me started. I also wanna thank Semicoln for his help with the model, he helped me out quite a bit. Thanks guys!
Coming soon...
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Post by toum »

Does Ogre support now inverse kinematics (IK)?

Merry christmas 2008 !! toum
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Post by toum »

toum wrote:Does Ogre support now inverse kinematics (IK)?

Merry christmas 2008 !! toum
Help me? ! :oops:
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Post by jjp »

No. And you shouldn't double-post just because nobody answers your question instantaneously.
Enough is never enough.
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Azgur
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Post by Azgur »

toum wrote:Does Ogre support now inverse kinematics (IK)?

Merry christmas 2008 !! toum
Don't expect it ever will. Not as a core feature at least.
It's very much beyond the scope of what Ogre does.

It's better to create bindings with a library that does have IK.
A library like Havok Animation.
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Post by jacmoe »

And a library like OpenTissue, which is open source as well. :wink:
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Re: Are Inverse Kinematics implemented?

Post by progmars »

I too wish to see IK together with Ogre (although it does not matter much whether it is in the core or as a plugin).
If someone has succeeded with connecting some open-source IK library to Ogre I think lot of people would appreciate some basic tutorials how to do it.
Although I am thinking now - how much resources do IK require when using it realtime? Is it worth to have *maybe lagging* IK and more logical and natural animations versus human work required to convert IK to FK and having less realtime work to do for Ogre+plugins?

Happy and productive new year to Ogre developers and all the other people!
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Re: Are Inverse Kinematics implemented?

Post by Noman »

I'm trying to get a proof of concept for an Ogre<->OpenTissue integration.
Currently just trying to be able to do basic IK (not blending with other animations or stuff like that).

Progress here :
http://www.opentissue.org/opentissuebb/ ... .php?t=177

Not working yet, but not that far off.
I'm a bit worried about OpenTissue's size as a project (very quiet forums, etc) so I don't know if its big enough to count on.

Anyway, its way too early to call it OgreTissue, but hopefully I'll get the basics done soon, and release a small demo.
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Re: Are Inverse Kinematics implemented?

Post by progmars »

Thanks, Noman , for your work, good luck! BTW, there is a reply in that OT thread, maybe it will help.

I wish I could help, but for now I know only IK basics :(

-------------------------------------------
Later:
Hey, I found this one:
http://www.gamedev.net/community/forums ... 1&#3360498
someone has made an open source IK library and is trying to make it usable to Ogre.
Looks interesting, maybe it will help somehow.
And also this pdf:
http://people.csail.mit.edu/jovan/asset ... 05-mik.pdf
Our primary contribution is a formulation of mesh-based inverse
kinematics that allows meaningful mesh deformations and pose
changes to be achieved in an intuitive manner with only a small
amount of work by the user.
interesting article, I hope to see someday something like Mesh IK with Ogre3d.
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Re: Are Inverse Kinematics implemented?

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