Name: freeIK (Inverse Kinematics system for UT2004)

Version: Beta two.zero
Compatibility: UT2k4 + latest patch (3369)
Description:
An universal IK-solver for UT. This version is mainly a test, although it can already be used to achieve many interesting effects. If you want to use it for your custom vehicle/monster/whatever just read the instructions included in the pack. It's completely free (hence the name), just drop me a pm or post here, so I know what cool mods it can be used for.
Current features:
- IK-solver adjusting a chain of bones, so that the last one (the tip) constantly touches a specified point. This point can be set dynamically by overriding GetTarget() in subclasses of the solver. Clear and simple.
- Blending with animations. The solver can take the animations into account and therefore adjust the bones of a fully animated mesh. However it's also possible to make a fully IK-driven movement by providing some calculated positions for legs for example.
- Two methods of rotating the bones - multi-directional or hinge-like. See for yourself and choose what you like.
- Handy debug-display, showing the calculated positions of bones, along with the target.
- Interpolation functions to lower the IK-calculations rate - it's not necessary to go through those performance-costly algorithms every tick - interpolation will ensure smooth movement between the cycles.
- FULL NET SUPPORT. freeIK works in netplay now.
Features planned for the next release (when? in two weeks
):
- Rotational constraints (so the knees don't bend backwards).
- Adjusting the tip bone to a specified normal (think: foot on terrain).
Screenshots:
[SHOT]http://img502.imageshack.us/img502/4662/ikscreenjo7.jpg[/SHOT]
Credits:
matariel for advises on how to convert global rotations to bones and for some very helpful bits of code.
Epic for the engine.
me for the code, test map, test vehicle etc.
Download:
-freeIK - get the basic IK-solvers and full source code here.
-IK tests - and here's a test map with a couple of meshes and examples on how to use the system.
Enjoy!

Version: Beta two.zero
Compatibility: UT2k4 + latest patch (3369)
Description:
An universal IK-solver for UT. This version is mainly a test, although it can already be used to achieve many interesting effects. If you want to use it for your custom vehicle/monster/whatever just read the instructions included in the pack. It's completely free (hence the name), just drop me a pm or post here, so I know what cool mods it can be used for.
Current features:
- IK-solver adjusting a chain of bones, so that the last one (the tip) constantly touches a specified point. This point can be set dynamically by overriding GetTarget() in subclasses of the solver. Clear and simple.
- Blending with animations. The solver can take the animations into account and therefore adjust the bones of a fully animated mesh. However it's also possible to make a fully IK-driven movement by providing some calculated positions for legs for example.
- Two methods of rotating the bones - multi-directional or hinge-like. See for yourself and choose what you like.
- Handy debug-display, showing the calculated positions of bones, along with the target.
- Interpolation functions to lower the IK-calculations rate - it's not necessary to go through those performance-costly algorithms every tick - interpolation will ensure smooth movement between the cycles.
- FULL NET SUPPORT. freeIK works in netplay now.
Features planned for the next release (when? in two weeks

- Rotational constraints (so the knees don't bend backwards).
- Adjusting the tip bone to a specified normal (think: foot on terrain).
Screenshots:
[SHOT]http://img502.imageshack.us/img502/4662/ikscreenjo7.jpg[/SHOT]
Credits:
matariel for advises on how to convert global rotations to bones and for some very helpful bits of code.
Epic for the engine.
me for the code, test map, test vehicle etc.
Download:
-freeIK - get the basic IK-solvers and full source code here.
-IK tests - and here's a test map with a couple of meshes and examples on how to use the system.
Enjoy!
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