Inverse Kinematic Improvements#2494
Conversation
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An IK pole without being able to control the rotation doesn't make much sense to me, maybe you could leave it as a null object instead a locator and make the position/rotation of the null object affect the rotation of the IK Bones? (just like it is in blender) |
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I tried to make it a null object, but that doesn't work, it can just ignore the null object's position. I think this is due to null object update order (if the target updates before the pole it won't recognize the pole's position) but I'm not certain. |
Fix setting IK not working on root null object Fix solver freezing program
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Just checked this out and fixed some initial issues that I noticed. |
Improves inverse kinematics to behave better generally and adds support for inverse kinematic poles.
To do this I removed FIK as a dependency and instead wrote a custom, simple FABRIK implementation with a modification to support poles as they function in blender. This should generally give a lot more flexibility when it comes to animating with IK, although it isn't full IK constraints. Constraints (and multiple end effector) support can be added in the future using the techniques described in this paper.
Solves #1775.
Currently unfinished: