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Questions tagged [inverse-kinematics]

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0 answers
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Using the Unity provided IK system with a sphere and a plane in 3d space. How could I keep the sphere "connected" to the plane but respect gravity relative to the sphere? For example, if the ...
RandomNumberFun's user avatar
1 vote
0 answers
90 views

I'm developing a game where the game character is a catheter that is simulated as a linked rod (4 particles linked together) and it is in an environment with solid walls. The objective is to maneuver ...
Optimus's user avatar
  • 111
0 votes
1 answer
523 views

I would like to set Foot IK to enabled via code, but I can't find how. Which type is "Foot IK" a part of?
tmighty's user avatar
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1 answer
2k views

I have created a Third Person Controller. The camera is behind the player: I would like to make it so that the player aims at the mouse pointer position. To do that, I use the following code to ...
tmighty's user avatar
  • 919
0 votes
0 answers
431 views

So, I've been working on a skeletal animation system in OpenGL/C++, and it's actually not coming along too badly. I can play animations, which I do by sending bone transform matrices to my animation ...
Danny's user avatar
  • 123
0 votes
1 answer
286 views

I need to reach IK Pass box, and control the weight by time from 1 to 0. I tried GetLayerIndex and did not give me any of those options.
user43474's user avatar
  • 547
0 votes
1 answer
2k views

I have recently been exploring Unity's inverse kinematics, to further polish the interaction between our rigged avatars and props. I have made a sample project, using PuppetMaster's basic humanoid for ...
Zoop's user avatar
  • 161
2 votes
1 answer
987 views

I created this IK bone structure in Blender 2.8 and exported as .escn As you can see, in Blender it's working ok. Now, how to use it in Godot? I've tried export ...
Rogério Dec's user avatar

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