[Bf-committers] Thoughts on possible future merge of full body ik solver into trunk?
blueprintrandom1 at gmail.com
Mon May 26 02:05:54 CEST 2014
On May 25, 2014 5:04 PM, "Jacob Merrill" <blueprintrandom1 at gmail.com> wrote:
> If I may chime in, it would also be a excellent time to research armatures
> that are made of rigid bodies (not by default) The Rigdoll I have been
> researching for my own project is nearing usability, however I realize that
> I am a armature coder, animator and game designer ... looking at the
> progress I have made leads me to believe that some of the geniuses at the
> foundation could do much better.
> 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
> 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
> > 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
> > 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
> > 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
> > thanks for your time.
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