Inverse kinematics Topic is solved

Problems building or running the engine, queries about how to use features etc.
slapin
Bronze Sponsor
Bronze Sponsor
Posts: 250
Joined: Fri May 23, 2025 5:04 pm
x 16

Inverse kinematics

Post by slapin »

Hi, all!
Have anybody did IK in Ogre? In particular I'm interested in feet IK to step on surface. But also look IK and hands/feet placement too (in the far future).
I need just common 2 bone IK without switching bones to manual mode (i.e. just correct animation result in steps before it gets visible).

User avatar
sercero
Bronze Sponsor
Bronze Sponsor
Posts: 535
Joined: Sun Jan 18, 2015 4:20 pm
Location: Buenos Aires, Argentina
x 198

Re: Inverse kinematics

Post by sercero »

Hello,

You have this: https://github.com/wuv-ogre/OgreIK

And this is the "research" I did at the time (eventually gave up because I had to prioritize other things)
*** BULLET ***

*** OGRE3D ***
www.ogre3d.org/tikiwiki/tiki-index.php? ... llingBones

NOTE According to the guy who created the game where bunnies hit each other you can just use simple trigonometry you don't have to use anything fancy if only for foot position.

slapin
Bronze Sponsor
Bronze Sponsor
Posts: 250
Joined: Fri May 23, 2025 5:04 pm
x 16

Re: Inverse kinematics

Post by slapin »

well, 2 bone IK is directly solveable, i.e. you don't need fancy iterative algorithms, so the main concern is how to integrate that with Ogre animations.

slapin
Bronze Sponsor
Bronze Sponsor
Posts: 250
Joined: Fri May 23, 2025 5:04 pm
x 16

Re: Inverse kinematics

Post by slapin »

Thanks a lot for the info, I need some time to do my own research here, time go get busy...