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fullik's Issues

gltf model issue?

If I want to use this code to implement IK for a gltf model, what should I do?

Hints to Fixed Position

Hey man, i am interested in make a kinematic project based on your code. But i've notice that your targets, with exception of the top-parent target, work all as position hints to the skeleton joints. I want to make the target position "fixed" for all joints, so when i drag the targe all the body is influenced by the target that i am dragging and the joint position is always the same as the target, is that possible?

Target Direction?

Hello,

Thank you for the cool project. I was wondering if it is possible to define a target rotation additionally to the target position. As far as I see the examples and the source-code, the last bone is freely rotated around the last joint as long as the bone points towards a defined target position. I would like to limit this 3D-rotation of the last bone, for example to specify that the last bone always points up.

Thank you!

What is a directionUV?

Sorry for the ignorance, but I am not being able to figure out what directionUV stands for...

For example: addConsecutiveFreelyRotatingHingedBone (directionUV, length, type, hingeRotationAxis)

Consecutive hinged bone

Firstly, thanks for developing the library.

I am having some problems to run a solver with 3 bones where the 2 last are consecutive Hinged Bone.

My base bone is with Y_UP

These are my second

lChain.addConsecutiveHingedBone(new FIK.V3(lAxisBone.x(), lAxisBone.y(), lAxisBone.z()), ilib_tm.mag(lDiff), 'global', new FIK.V3(lAxis.x(), lAxis.y(), lAxis.z()), -70, 90, new FIK.V3(lHingeReference.x(), lHingeReference.y(), lHingeReference.z()));

and third bone

lChain.addConsecutiveHingedBone(new FIK.V3(lAxisBone.x(), lAxisBone.y(), lAxisBone.z()), ilib_tm.mag(lDiff), 'global', new FIK.V3(lAxis.x(), lAxis.y(), lAxis.z()), 135, 70, new FIK.V3(lHingeReference.x(), lHingeReference.y(), lHingeReference.z()));

It works if I am moving only one bone.
It partially works when I move forwarding with more than one bone. It does not work when I moving backward affect two bones.
Please find attached the gif that shows it partially working.
2019-10-11 14 42 31

This is the GIF showing that moving more than one bone simultaneously does not seems to constrain the angle
2019-10-11 14 43 01

Any thoughts?

attach to bone or FulickChain

Hello,
1- very good work.
2- I am not very good developer, also have you example of code to attach a simple cube has a bone or Fullik.Chain (an arm of robot for example). I tried: chain.add (MyThreeMeshArm); - basebone.add (MyThreeMeshArm);
unsuccessfully.
I looked at the code of your Avatar.lab (very impressive), but it is too much complex for me.

npm package availability

I have noticed there is a fork of the library on npm, would you like to publish it to npm?
If so would you like to add some tests to run on pre-publish it?
Since I use this library on production I am happy to contribute.

Attach Fullik to a 3D character

This library is really impressive!

Is it possible to attach the ik to a Skeleton? I would like to use a 3D character instead of having default bones. It is something that fullik can do?

Thank you

Docs?

Awesome work on this project so far - IK chains are pure sorcery.

I've been looking through the code and understand how you're putting things together, but an API would
be massively helpful.

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