October 27, 2007

inverse kinematics

After discovering the Joint and IK Handle tools in Maya, I decided to implement IK in my animation editor:



It works much better for animation than the particles and constraints; it's like a cross between that system and the bone hierarchy in the old version. I used Cyclic Coordinate Descent for the IK solver.

2 comments:

Anonymous

That looks absolutely stellar. Any chance of a version we can mess around with, such as the one you posted for the physics simulation? Keep up the good work!

Anna

Yeah, I'll post it once it's more useable and actually lets you make animations.

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