Hi.
I’ve a small fascination for IK(Inverse Kinematics). I made some experiments for jme2, and when i saw the RagdollControl i figured that it wouldn’t take much to make an IKControl class out of it (and i’m appalingly bad at using controls, so i needed some practise).
Here are the first results. It’s currently pretty limited, only takes one target, and doesn’t take any constraints into consideration. It’s also pretty computation-heavy.
Currently, it takes a “target bone”, that tries to reach the target point, and recursively modifies the bones up to (and excluding) the root bone, with some dampening applied the higher up the hierachy you come.
Edit: v0.2 video replaces old video
I plan to use jointLimits as constraints, after which movement will (hopefully) look more natural.
Feel free to post ideas, here.
Development doesn’t always go as planned, as shown below:
IKControl, take 1:

IKControl, take 2:
