## Inspiration (about armature constraints)

Animation tools, character animation, non linear animation

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Caronte
Posts: 521
Joined: Wed Oct 16, 2002 12:53 am
Location: Valencia-Spain-Europe

### Inspiration (about armature constraints)

Nice if we can move bones like this:
http://microwebber.com/string/040516.html

P.D: May be some coder can extract the actionscript to take a look
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

joeri
Posts: 2243
Joined: Fri Jan 10, 2003 6:41 pm
Contact:
It's not that hard for a programmer to implement, apply IKA on selected joint truwout the chain. (Also called spline IK)

-edited to try to make more clear-
Last edited by joeri on Fri May 06, 2005 11:39 pm, edited 1 time in total.

ZanQdo
Posts: 207
Joined: Sun Apr 11, 2004 4:57 am
No, that's like a spline IK, and thats not available in blender for the moment, applying IKs to the bones only produces a similar movement in the child bones but doesn´t affect the parents

dcuny
Posts: 68
Joined: Mon Jan 27, 2003 11:22 pm
I'm not sure that the demo is really that complex. One important feature is that it's only 2D. The only real constraint is that the distance between the links is a constant value - let's call that value d.

So if point P1 moves, you have to ensure that P2 stays a constant distance d. So you calculate a line P1-P2, and place P2 on the line where the distance is d. For the remainder of the chain, solve for P2 to P3, P3 to P4, and so on.

Moving a link in the middle of the chain is similar - for P4, you solve for P3-P4 and P4-P5, and so on.

What would make the problem more difficult is if the ends of the chains were constrained, or if it were in 3D.

joeri
Posts: 2243
Joined: Fri Jan 10, 2003 6:41 pm
Contact:
Even if it where 3d or the endpoints constraint it would not be harder to implement then the current implementation.
It's just that in edit mode the selected joint should become the IK target.

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