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IK Bone (Physics Behavior)
Summary
Designates the parent object as an Inverse Kinematics 'bone', setting allowed transformations and limits.
Category
Latest Behaviors
Author
Gavin Kistner
Difficulty
(Reference)
Time to Complete
5 Minutes
Downloads
Click Here
to download the associated files.
(This document covers version 0.9 of the 'IK Bone' behavior, current as of 2005-Feb-11)
Description
Attaching
IK
Bone behaviors to a series of nested objects allows them to use ***te-force Inverse Kinematics to cause the
IK
Seeker object to move towards a target object. (You must attach an
IK
Seeker behavior to an object at the end of the chain, and cause that behavior to start, for the
IK
Bone behaviors to do anything.)
There can be no gaps in the chain. Starting at the parent object of the
IK
Seeker behavior and inspecting ancestors, the first object which does not have an
IK
Bone behavior attached is considered the base of the chain.
To allow an object ‘unlimited’ freedom when rotating about a certain axis, set the min/max for that section to large extremes, such as -10000 and 10000.
See the sample presentation for an example of how to set up an IK chain.
Basic Properties
X Rotation?
Allow rotation around the X axis?
Y Rotation?
Allow rotation around the Y axis?
Z Rotation?
Allow rotation around the Z axis?
X Offset?
Allow movement along the X axis?
Y Offset?
Allow movement along the Y axis?
Z Offset?
Allow movement along the Z axis?
Min Rotation
Minimum allowable rotation values.
Max Rotation
Maximum allowable rotation values.
Min Offset
Minimum allowable position values.
Max Offset
Maximum allowable position values.
Advanced Properties
Degree Change
Maximum amount to rotate per frame.
Offset Change
Maximum amount to offset per frame.
Demonstration
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View Demonstration Project
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Download Project File
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