#inversekinematics

Harvey Sandstromcd0
2025-02-13

Although development is moving along at a rapid pace, one of the few areas not receiving much attention is specifically (sadly the built-in node for doing IK is deprecated, and with good reason). Although there was an overhaul of skeleton modifiers, upon which IK is built, the IK itself was not fixed.

But I am happy to spread the word of a new GDExtension for IK which works well: GodotIK.
github.com/monxa/GodotIK

2024-08-18

this could not be more like what I imagine prehistoric cave painters would have imagined CGI would be like

youtube.com/watch?v=moRLVMHiTt

#karlsims #CGI #locomotion #inversekinematics

:ohno: antoniamusualguy@mas.to
2024-07-07

fucking around #inversekinematics again.

SG90 is not total crap, just not good enough for the arm

#3dprinting #arduino"

Adam Dalliancepre@boing.world
2024-06-14

My own personal wish-list for #Godot is:

* An #inverseKinematics that's smooth and works in human shapes and insane alien shapes

* A 360-Sterovision renderer.

And my wishlist for #Monado is
* Allow trackers to be tracked by Godot
* Improve Gama-brightness? I dunno why it's so dark.
* Don't require me to reboot in order to start properly in whatever crash conditions cause that every week or so.

I think there's a very good chance those things will all be fixed before I'm anything like finished with my parts of my app.

Starship Schrödinger's Destinystarship@starshipsd.com
2024-06-14

Another thing I need is called "inverse kinematics". When puppetting the characters the controllers/trackers report their position to my code, but then how does that translate in the rotation of the arm and leg bones?

Godot3 had some kind of IK system built in, but Godot4 seems to have broken it, with a new better system expected at some point, but not yet.

I would never be able to work these things out at all without the help of all the other people who have already done it and left notes, but our shoddy attempt it that we're using until the proper Godot one comes is here:

https://github.com/revpriest/godotIK

It is limited to two bones, which is okay for arms and legs but not really working great for the backbone which could use 3 or even 4 really. Hopefully the real Godot one when that comes will be more flexible and I can junk this later.

#gamedev #animation #godot #inverseKinematics

Harvey Sandstromcd0
2024-04-07

Somewhat coincidentally a significant refactoring related to was merged two days ago. The motivation for the merge was actually XR hands, but hopefully there's more progress toward the proposed "Many Bone" IK system in .
github.com/godotengine/godot-p

Harvey Sandstromcd0
2024-04-06

I was able to get to behave well enough in . The node is still marked deprecated (only in editor). The demo is broken. And the results are still a bit jittery. But one leg behaves.

More importantly it was *far* easier than I expected to rewrite a blender shape key driver in Godot. It's not hardcoded either, it's a reusable node. Partly because I made my drivers very simple (arithmetic only, no curves) since godot was the eventual goal. docs.godotengine.org/en/stable

Harvey Sandstromcd0
2024-04-06

@Legit_Spaghetti My only real goal is to get working (again) and maybe try to port the blender shape key drivers to godot.

2023-11-20

Playing around with some #inversekinematics

Here, the #robot was meant to keep the end-effector in the same place, while changing the joint angles to right the flying base.

Seems to work well enough!

#robot #robotics #kinematics #drone #quadcopter #motionplanning

Harvey Sandstromcd0
2023-07-27

Played with SkeletonIK in today. It's quite limited compared to the SkeletonModificationStack that was being prototyped, but it seems to work well enough. I have hopes of making IK raycast humanoid legs... It's probably too hard, but I can dream.

There is an annoying editor bug that makes using it very difficult. See linked comment for a workaround.
github.com/godotengine/godot/i

Harvey Sandstromcd0
2023-07-22

So SkeletonIK is working in 4.x (I tested 4.1.1), with two important caveats:
- There's a demo project but it doesn't work: It's outdated, and even once I fixed the compatibility errors it just does nothing.
- There's a really nasty editor bug which makes the solver stop if the SkeletonIK node is deselected:
github.com/godotengine/godot/i

2023-06-16

Today I spent some time getting used to inverse kinematics. The hardest part was getting the arms not to poke into the icosahedron.

Will I use this? Not as-is, certainly. It strikes me as an inefficient way to transport items. However, with a couple tweaks it could be useful to hold items in midair. I'll definitely revisit the concept.

#Blender3D #InverseKinematics #Animation #Sketch #SketchADay #Run3

Harvey Sandstromcd0
2023-04-02

Me: I wonder if I could get bipedal to look believable and natural in

My Reflection in the Mirror: Uh yeah sure, you can get to that right after you've identified dark matter and cured cancer. 🙄

Also My Reflection: Set 👏 realistic 👏 goals.

Harvey Sandstromcd0
2023-03-21

The author of the very nice inverse kinematics tutorial updated their tutorial for . youtu.be/G_seJ2Yg1GA

And if you are keen on trying some of those techniques yourself, I wrote extensively about procedural animations.

This tutorial series I wrote back in 2017 was highly inspired by Rain World and is perfect for anyone keen to start with inverse kinematics!

#rainworld #slugcat #ai #gamedev #games #madewithunity #ik #inversekinematics #proceduralanimation #procgen

alanzucconi.com/2017/04/17/pro

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