http://www.cs.vassar.edu/~ellman/old-courses/395-spring-2001/cs395-lecture12.pdf
Realtime Inverse Kinematics,
how cool would it be ?
Imagine moving a bone joint of the hand of your model, and have the arm perfectly bending or relaxing.
Aaaah :)
Man, that is the kind of lecture I've been searching for the past 2 days.
Now, got the theory and the formulas, I'm wondering,
anybody went in this matter already ?
I heard someone is trying to do that for animated .b3d
The fact about this, is that, a 3D artist, who works in Max or Maya, would like to see its Effectors / IK Handle implemented, and not an external editor for it.
So the real best would be maya/max---->b3d + IK, and IK calculated on the basis on what the SCENE have in its format.
This would allow kick-ass / straigh-forward implementation of characters.
Let's see if we can come up with something (at least, simulating IK from given value, and not read from a LWO/max/maya scene)
Realtime Inverse Kinematics,
how cool would it be ?
Imagine moving a bone joint of the hand of your model, and have the arm perfectly bending or relaxing.
Aaaah :)
Man, that is the kind of lecture I've been searching for the past 2 days.
Now, got the theory and the formulas, I'm wondering,
anybody went in this matter already ?
I heard someone is trying to do that for animated .b3d
The fact about this, is that, a 3D artist, who works in Max or Maya, would like to see its Effectors / IK Handle implemented, and not an external editor for it.
So the real best would be maya/max---->b3d + IK, and IK calculated on the basis on what the SCENE have in its format.
This would allow kick-ass / straigh-forward implementation of characters.
Let's see if we can come up with something (at least, simulating IK from given value, and not read from a LWO/max/maya scene)
