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Full Version: Realtime 2d IK?
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Hi There,
I was wondering about a specific problem with tracking 3d objects in realtime. Say I wanted to have a turret track a character in realtime ( say in the case of a gun placement used for security).

Is it possible in DIM to set up an IK system? If it was just a simple one that dealt with 2d rotations they could be parented to achieve more realistic functionality.

I use C4D and know how to set up basic IK systems. C4D has a visual envirnmet named XPRESSO and it has rudimenatry targetting nodes in it that work ion realtime. I think if had osmething like that in DIM it could be pretty cool. All you would have to do is rotation checks for constraints.

cheers,
-Danny
[EDIT]Deleted older post, noticed that IK is different from what I thought
This has been asked for lots of times, hopefully Brian will add it!
I could use this.
You could always use a little math and do it yourself... Just a thought.
Wait, what is this?? I thought this was when you could rotate bones separately through script....
He wants constraints. In this case, he wants a rotation constraint to another object. Like I said, use some math and the provided functions.
Constraints is definitely on my list. All the new mesh/collision stuff is a bit more high priority, but it's higher then most stuff because it's important for further bits like rag dolls and the question above.

That aside, you *can* do this through cleverness in scripting, but it's something that really needs an easier way to do it.

[>] Brian
While I'm working on the mesh/collision stuff, I'm also fixing bugs and adding things (the mesh/collision is in another code path so it's easy to turn on/off,) so let me see if I can work something up as a starting point.

For things like security cameras, tanks, mechs, etc, what we are really looking for is a way in the script to say "no matter what animation is going on, bone ABC always have this set of rotations." Basically, an over-ride. You'd set it in a script, and then the rotation of would stick for that bone.

[>] Brian
ggadwa Wrote:For things like security cameras, tanks, mechs, etc, what we are really looking for is a way in the script to say "no matter what animation is going on, bone ABC always have this set of rotations." Basically, an over-ride. You'd set it in a script, and then the rotation of would stick for that bone...
...and the children of that bone and the camera. Smile

Animation blending is not far away! :D
Bink Wrote:...and the children of that bone and the camera. Smile

That would be automatic. Does my suggestion seem like a feature that would be useful for you guys?

[>] Brian
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