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Inverse Kinematics (freeIK) [beta 2]

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  • replied
    Sorry to hear that. Anyway, don't take my yelling too seriously in the future, I often type something in capital letters and it is not necessarly supposed to be some sign of irritation or anything

    Expect freeIK updates tomorrow. Probably.

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  • replied
    i'm sorry but i'm easily offended lately. i had alot of stress, my father nearly died...

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  • replied
    Was I yelling? Nah, at least it wasn't supposed to sound like that.
    And sure, play with it as much as you want, I made it mainly for coders to experiment with it. When I get some free time I'm gonna try to add net-support and some more examples of solvers too - so anyone will be able to easily implement this system in his/her mod (be it a custom pawn, monster, vehicle, whatever.)

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  • replied
    Originally posted by Farseer View Post
    I know what the Venom is, seeing that spider (and a couple of other spider-like thingies released here recently) convinced me to write this IK system, tbh
    Sure, I can help apply this to the Venom, or at least try to. You must be aware that this system is not perfect, not even close to, and I didn't even have an occasion to test it with complex animations (and won't have too much time to work on it in the nearest future, due to some other projects). It would also require to do some traces to adjust the legs of the spider and therefore can slightly affect performance.
    As for the replication - I think it is possible. I have a clever "interpolation" system in mind, which shouldn't require too much data being sent over the network. But I'm a complete noob when it comes to networking, so my idea is probably completely wrong We'll see.
    I'll take a look at the Venom's animations when I get some free time this weekend and then post back to tell ya if I have any idea how to make it work with IK.


    It is MEANT to adjust bones in any skeletal mesh, so the last bone always follows a given point (think: adjusting mech's legs to touch the ground instead of floating in the thin air). Google is your friend too. Type "inverse kinematics".
    don't yell at me i'm just a kid!!!!
    and when i type it in google i get wikipedia stuff.
    anyway now i know it i think it would be fun to experiment with it. if i can get your permission

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  • replied
    You rock! I'm gonna read through all your code again and see if i can figure out the best way to replicate this stuff.

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  • replied
    Originally posted by RBThinkTank
    This stuff is way over my head, but I was wondering if you would be willing to help me (milk) use this on the RBTT Venom we made a while back. There are 8 legs (it's a spider) and the calculations would be crazy. I'm fairly certain that replication would be almost impossible for that much data, but ya never know :P
    I know what the Venom is, seeing that spider (and a couple of other spider-like thingies released here recently) convinced me to write this IK system, tbh
    Sure, I can help apply this to the Venom, or at least try to. You must be aware that this system is not perfect, not even close to, and I didn't even have an occasion to test it with complex animations (and won't have too much time to work on it in the nearest future, due to some other projects). It would also require to do some traces to adjust the legs of the spider and therefore can slightly affect performance.
    As for the replication - I think it is possible. I have a clever "interpolation" system in mind, which shouldn't require too much data being sent over the network. But I'm a complete noob when it comes to networking, so my idea is probably completely wrong We'll see.
    I'll take a look at the Venom's animations when I get some free time this weekend and then post back to tell ya if I have any idea how to make it work with IK.

    Originally posted by nardix
    can you tell me in lazymans terms(i know i'm lazy) what it actually does???
    It is MEANT to adjust bones in any skeletal mesh, so the last bone always follows a given point (think: adjusting mech's legs to touch the ground instead of floating in the thin air). Google is your friend too. Type "inverse kinematics".

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  • replied
    can you tell me in lazymans terms(i know i'm lazy) what it actually does???

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  • replied
    This stuff is way over my head, but I was wondering if you would be willing to help me (milk) use this on the RBTT Venom we made a while back. There are 8 legs (it's a spider) and the calculations would be crazy. I'm fairly certain that replication would be almost impossible for that much data, but ya never know :P

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  • replied
    yea its pretty bad as far as IK goes. Its basically superficial, the easiest way to implement a walker in a game. Ive been trying to come up with something more "solid" for a long time.... infact its why I made the IK-solver in the first place, we'll see if I can come up with something simple real quick

    ^^ and yes, it WOULD suppress the affected parts of the animation. that cant easily be helped... I mean a nice way to do it is to maybe apply a sort of mask to the rotations [so something like ((required rotation - current rotation) * mask) + current rotation]. that should do it, wouldnt you say? that might be a little laggy though considering that we're working with coords and thats basically like comparing 6 vectors every bone... anyhow upto you, I wouldnt do it

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  • replied
    Cool! I'd love to see something like that in action!

    I wonder how the Darkwalker works... it seems to float, then position its feet pretty much randomly on the terrain beneath it, then use some sort of inverse kinematics to trail the legs between the hub and the feet.

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  • replied
    ^ He's speakin' the truth, at least a part of it Updating the bones with IK every tick would indeed result in smooth movement. But, if my thinking is correct, it would also suppress the animation completely and that's not what I want to achieve here. So I will just stick to the idea of some clever interpolation function. Will see if it works.

    By the way, I've came up with a concept for a possible vehicle that can demonstrate capabilities of the IK system. Meet the Overlord. Matariel said it's a walker so it probably looks like that at first sight, but I was thinking more of a flying platform, propelled vertically by the giant fans in the middle and horizontally by the mechanical legs.

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  • replied
    whatsup guys, couldnt help but notice that my name got dropped and I just had to come say HI

    Man this whole IK business is wicked, anyhow I suggest that if you have an animation that must be offset by IK, then have the solver update every tick so that it becomes unnoticeable. Otherwise as you can see, how smooth it looks becomes affected by how chaotic the animation is.

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  • replied
    RTFM wouldn't help here, cause there's no real manual, only a 3_lines_long_readme_file I'm gonna describe the test actors better in the next release, so noone gets confused.

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  • replied
    I see. I should have RTFM.

    *hides in shame*

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  • replied
    Thanks for the screens, now I see what you're talking about. It's not a bug, though. I should've specified that somewhere in the readme, but the two of the test meshes in the map have animations applied to them. If you check in the editor, you'll see that these test-actors have a configurable field for animation name. They'll play it continously, in addition to IK-driven behavior. That's what you saw - IK system kicking in every 0.1 sec + crappy animation that is too fast to be precisely adjusted by IK without interpolation methods. If you take a look at the second animated mesh nearby, you'll see how it works with less chaotic animation (anim is being played and at the end of the sequence the tipbone will touch the player for sure).

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