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Home Page: http://lo-th.github.io/fullik/
License: MIT License
javascript fast iterative solver for Inverse Kinematics
Home Page: http://lo-th.github.io/fullik/
License: MIT License
If I want to use this code to implement IK for a gltf model, what should I do?
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?
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!
Sorry for the ignorance, but I am not being able to figure out what directionUV stands for...
For example: addConsecutiveFreelyRotatingHingedBone (directionUV, length, type, hingeRotationAxis)
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.
This is the GIF showing that moving more than one bone simultaneously does not seems to constrain the angle
Any thoughts?
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.
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.
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
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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