[ODE] IK character place feet on the ground/dynamic objects
kxxl@poczta.onet.pl
kxxl at poczta.onet.pl
Thu Nov 2 13:39:04 MST 2006
Jon Watte (ODE) wrote:
> The IK you will be using is run-time IK in the engine. Each rendered
> frame, you cast from the foot into terrain, and run a two-bone IK on
> the hip/knee to place the foot where it should go. Then adjust the
> ankle by the counter-rotation of the knee.
so at each rendered frame I have to correct foot IK effector to maintain distance between foot and ground from oryginal animation?
Witch solution will give better look motion:
- each render frame correction
- correction counted at start of next step and applied with a weight on oryginal animation (start if next step CorrectionWeight=0...with interpolation to end of step CorrectionWeight=1.0) ?
Thanks,
KxL
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