Timeline for SDD Inverse Kinematics with constraints
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |