<p>Featherstone allows for Inverse kinematics for 6dof chains in real time. Allowing animation using objects that physically interact, or for robotics control/ emulation</p>
<div class="gmail_quote">On Nov 1, 2013 9:50 AM, "Jacob Merrill" <<a href="mailto:blueprintrandom1@gmail.com">blueprintrandom1@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<p>I have been using 6dof solvers to animate, and it works amazing but it's rather resource intensive, but is dynamic and can be pushed, yanked etc. </p>
<p><a href="http://www.youtube.com/watch?v=s57ipxhXBS4" target="_blank">http://www.youtube.com/watch?v=s57ipxhXBS4</a></p>
<div class="gmail_quote">On Nov 1, 2013 9:41 AM, "Mitchell Stokes" <<a href="mailto:mogurijin@gmail.com" target="_blank">mogurijin@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr"><div>Solving 6dof joint constraints is not a bottleneck (at least in any BGE game I've looked at). So, it's not currently worth our time to spend development resources speeding it up. That being said, you (or anyone else) are more than welcome to create a patch.<br>
<br></div>--Mitchell Stokes<br></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Thu, Oct 31, 2013 at 4:53 PM, Jacob Merrill <span dir="ltr"><<a href="mailto:blueprintrandom1@gmail.com" target="_blank">blueprintrandom1@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><p>Just wondering if the Gpu accelerated 6dof joint position solver is going to make it into the Bge,</p>
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