Inverse Kinematics?

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
fjpeces
Posts: 8
Joined: Mon Dec 13, 2010 10:19 am

Inverse Kinematics?

Post by fjpeces »

Hello!!

I have exporter a .x mesh from Blender which has associated its skeleton. Now i want to animate it with irrlicht or using physic engine that allow me to implement natural movements. So have been reading in many sites, and i have concluded that i have two possibilities:

1. Inverse Kinematics: i don't know if i would be possible to implement this kind of animation to my skeleton. My skeleton movements will be performed in real time, with the instruction setPosition. And obviusly i want when i update the position of one bone, the other will be moved dragged by the movement of the updated bone, simulating a real movement as inverse kinematics allow.

2. Ragdoll. But i think this option i not enough real.

Could someone advice me about if it's possible to implement theses techniques in irrlicht or i need to use physic engine?
fmx

Post by fmx »

If you know how to manipulate irrlicht Joints then you can achieve both options with irrlicht: Inverse Kinematics AND Ragdolls

For Ragdolling you should use a Physics engine, although its possible to setup a simple physics simulation manually too

For IK you dont need a Physics engine, just solid mathematics

It wont be easy, but its certainly possible :wink:
Post Reply