[Bf-committers] Thoughts on possible future merge of full body ik solver into trunk?

Harrison Nordby fishcreekblend at gmail.com
Mon May 26 02:03:02 CEST 2014


There should be no issues with non-BEPUik constraints.  The BEPUik auto
rig, seen in the video, actually uses a couple default blender constraints.

>From what I can tell, Rigify would have to be significantly modified to use
BEPUik.

If blender had nodal rigging, it would be a lot easier for any rig to
utilize the BEPUik solver.


On Sun, May 25, 2014 at 6:23 PM, Daniel Salazar - patazstudio.com <
zanqdo at gmail.com> wrote:

> Interesting. How does this integrate with the default current IK
> system and constraints? Could it work as an addition to current rigs
> or do we have to design for this from scratch? Is it fully compatible
> with all the constraints and have you tested with full available rigs
> like Cessen's rigify?
>
> best regards,
>
> Daniel Salazar
> patazstudio.com
>
>
> On Sun, May 25, 2014 at 12:53 PM, Harrison Nordby
> <fishcreekblend at gmail.com> wrote:
> > Hi everyone, my name is Harrison Nordby. My brother, Ross, wrote
> > BEPUphysics, an open source physics library for C#.
> > http://www.bepuphysics.com/
> >
> > We decided that blender was the best solution for creating our game's
> > content. So, I integrated BEPUik (a full body inverse kinematics library)
> > into my custom build of blender.
> > https://www.youtube.com/watch?v=lG3uKYQTVj4
> >
> > http://wiki.blender.org/index.php/User:Squashwell
> >
> > I've used a few sloppy hacks to get it situated. Even so, it does "work."
> >
> > Would the blender foundation be interested in something like this for
> trunk?
> >
> > Are there plans to "node-ify" rigging? If so, I think it would be a good
> > idea to wait until then to integrate BEPUik.  My current implementation
> > places BEPUik constraints on the constraint stack, but this isn't
> analogous
> > to how BEPUik constraints work. Conceptually, BEPUik constraints are
> > evaluated simultaneously.
> >
> > Also, I've hard coded the solving order like this:
> > Animation data -> Solve All bepuik constraints -> Solve other blender
> > constraints
> >
> > This is an arbitrary ordering, and it "works" in most cases, however
> there
> > are places where it doesn't give as good effect as it could. A proper
> > implementation of nodal rigging would give the user the ability to define
> > these arbitrary relationships.
> >
> > There are a lot of other areas to discuss, but I'll leave it there for
> now;
> > thanks for your time.
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> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
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