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Hm... I'm looking for a method that's a bit more user-controllable. I think I may be able to re-purpose the revolute control for my purposes by making it align the bone (e.g. the knee) with the direction to the control point instead of using a world-axis. I noticed, however, that the Rigidity doesn't seem to have any effect on the revolute control, even when set to very low values (e.g. 0.0001). Is there another way to change how much influence the control has on the IK? |
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I have the following problem:
I have a simple IK setup similar to the action figure in the IK demo. My character has drag controls for the hands and for the feet. In general it works quite well, but in some cases the arms or legs don't quite bend the way I want. I would like to add an additional control for the knee/elbow, to allow me to adjust the bend direction in such cases.
An additional drag control for the knee would accomplish that but that will cause the entire ik to be dragged towards the knee, including the foot. I need to be able to change the knee's bending direction without affecting the foot's position.
In Blender/Maya/Unreal, you can use Pole Targets/Vectors ( https://artisticrender.com/what-is-a-pole-target-and-how-do-we-use-it-in-blender/ ) for this. Is there something similar in BEPUik that I've maybe missed? If not, any tips on how something like this could be implemented? I'm not entirely sure how to go about it.
Thank you!
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