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May 14, 2016 at 16:52 history edited Dion Snoeijen CC BY-SA 3.0
Added solution.
May 13, 2016 at 22:19 vote accept Dion Snoeijen
May 13, 2016 at 20:52 history tweeted twitter.com/StackGameDev/status/731225753195577344
May 12, 2016 at 18:25 answer added teodron timeline score: 1
May 12, 2016 at 17:58 comment added Dion Snoeijen Ok, that would be really helpful!
May 12, 2016 at 15:59 comment added teodron I will try to elaborate that in an answer (since the comments have a much too small character limit and.. are not for this purpose).
May 12, 2016 at 15:44 comment added Dion Snoeijen Hi teodron, I think you narrowed it down for me. But I don't know how to interpet or translate this to my code: "If you have angular constraints, simply clamp the joint angle of a respective joint to a designated interval in your CCD iteration." I'm not asking to actually do it for me, but could you elaborate a bit more on that? Thanks!
May 12, 2016 at 15:33 comment added teodron I suggest you try to further narrow down the scope of your question. If you have angular constraints, simply clamp the joint angle of a respective joint to a designated interval in your CCD iteration. I remember that's what I did last time and it worked (and it was working in 3D, with no dreaded CCD artifacts or unnatural poses). If you clamp a joint angle to one of the constraint boundaries it becomes the responsibility of another joint in the kinematic chain to minimize the pose difference error.
May 12, 2016 at 15:26 review First posts
May 12, 2016 at 16:08
May 12, 2016 at 15:16 history asked Dion Snoeijen CC BY-SA 3.0