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yashua

Implement simple but beautiful IK's

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The title says it all, with some simple modern IK's on our animations and models it would beauty many things with no performance impact at all and we're not far from having it as things stand. If you don't know what this means it would just bring all the animations to life something as simple as turning while riding your horse would become beautiful your legs wouldn't do this anymore.

ikFiM7q.png

Instead your body would turn and legs would remind on either side of the horse, a small addition that would add more polish to our already wonderful game. :)


For anyone who isn't a programmer like myself or might want more information about this here is a little wiki entry, enjoy.

 

 

Inverse kinematics is important to game programming and 3D animation, where it is used to connect game characters physically to the world, such as feet landing firmly on top of terrain.

An animated figure is modeled with a skeleton of rigid segments connected with joints, called a kinematic chain. The kinematics equations of the figure define the relationship between the joint angles of the figure and its pose or configuration. The forward kinematic animation problem uses the kinematics equations to determine the pose given the joint angles. The inverse kinematics problem computes the joint angles for a desired pose of the figure.

It is often easier for computer-based designers, artists and animators to define the spatial configuration of an assembly or figure by moving parts, or arms and legs, rather than directly manipulating joint angles. Therefore, inverse kinematics is used in computer-aided design systems to animate assemblies and by computer-based artists and animators to position figures and characters.

The assembly is modeled as rigid links connected by joints that are defined as mates, or geometric constraints. Movement of one element requires the computation of the joint angles for the other elements to maintain the joint constraints. For example, inverse kinematics allows an artist to move the hand of a 3D human model to a desired position and orientation and have an algorithm select the proper angles of the wrist, elbow, and shoulder joints. Successful implementation of computer animation usually also requires that the figure move within reasonable anthropomorphic limits.

 

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Love the idea.


 


The picture above shows the person riding a horse from an odd angle.  To the point that the player's character model's legs are disturbingly inside the horse.


Yes, the picture appears to be at night.


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Love the idea.

 

The picture above shows the person riding a horse from an odd angle.  To the point that the player's character model's legs are disturbingly inside the horse.

Yes, the picture appears to be at night.

I've inadvertently become a centaur

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