Posted: Thu May 05, 2005 10:49 pm
Joined: 15 Oct 2002
Posts: 520
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
Posted: Fri May 06, 2005 12:03 pm
Joined: 10 Jan 2003
Posts: 2242
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 10:39 pm; edited 1 time in total
Posted: Fri May 06, 2005 8:22 pm
Joined: 11 Apr 2004
Posts: 207
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
Posted: Wed May 11, 2005 12:14 am
Joined: 27 Jan 2003
Posts: 68
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.
Posted: Wed May 11, 2005 8:23 am
Joined: 10 Jan 2003
Posts: 2242
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.