GeorgeS2019 / Godot4-3D-IK-Demo

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Godot 4 3D IK Status June 2023 #3

Open GeorgeS2019 opened 1 year ago

GeorgeS2019 commented 1 year ago
[ewbik or Everything-Will-Be-IK https://www.youtube.com/watch?v=y_o34kOx_FA ### Godot Version https://youtu.be/6Hu5wAJWBQ0 # Many Bone IK [[ewbik or Everything-Will-Be-IK](https://github.com/TokageItLab/ewbik)] An **alternative** option to the existing Godot4 [**IK scene tree node.**] with **many bone ik animation tree** ## Risk - Concept is great, there are **no demo** and **no working examples** to show that this approach will work better than the existing SkeletonIK3D. **Without video, Gif and working demo** showing how well this concept will work. => if I understand correctly, **many bone IK** idea come from [**ewbik**](https://github.com/TokageItLab/ewbik) #### [many_bone_ik](https://github.com/V-Sekai/many_bone_ik) > A custom inverse kinematics system solver for multi-chain skeletons and with constraints. > Address: [Solve skeletal inverse kinematic poses with constraints](https://github.com/godotengine/godot/pull/70887) #### [Convert IK solvers to be using the AnimationTree](https://gist.github.com/fire/1953bd6bb0e9cc3b964796317d23c702) > a draft for splitting the work into defining a standard approach for inverse kinematics in Godot Engine and implementing the **many bone ik animation tree** functionality. > This proposal has consensus among the animation team that it is a better approach than the **IK scene tree node.** Related work ### GDScript [TEST_ewbik](https://github.com/V-Sekai-fire/TEST_ewbik) ### Cpp [ewbik](https://github.com/TokageItLab/ewbik)
GeorgeS2019 commented 1 year ago

To track issues, discussions, and demo projects related to SkeletonIK3D We will get this work, ideally, we need to coordinate using ONE rig model for various aspects of checking SkeletonIK3D, as using different model make it difficult to track if the problem is due to IK or the Rig/model

Do suggest ONE common model for testing SkeletonIK3D in the comment below

Automated Godot4 IK humanoid Setup
To Do and Suggestions - [ ] **SkeletonIK3D** (IK scene tree node) - [ ] Many Bone IK [[ewbik](https://github.com/TokageItLab/ewbik)]
1st June 2023 Update ## **SkeletonIK3D** scene tree node - [ ] [Fix for SkeletonIK3D interpolation and bone roll]) - [ ] [Janky inverse kinematics on legs]() > @magbulogtong81 Do test your model with the latest update to check if that solves your problem
Animation Rigging in Godot4 ## Topic: Godot4: Bone Animation (within Godot) - [PhysicalBone3D](https://docs.godotengine.org/en/latest/classes/class_physicalbone3d.html) - [Godot 4 Godot Get Bone Animation](https://www.youtube.com/watch?v=_timNOvSm_U) - Creating a Basic Animation
Milestone: Procedural motion for animated skeletons Explore different Animation Rigging Godot Addons - [Procedural motion for animated skeletons](https://www.youtube.com/watch?v=saOHaHKSOi0) - [Intro to Animation Rigging & Procedural Animation in Unity](https://www.youtube.com/watch?v=Wx1s3CJ8NHw)
ywmaa commented 1 year ago

Just to add to your tracker, this godot engine module done by V-Sekai implements many bone IK : https://github.com/V-Sekai/many_bone_ik

and this is their branch for implementing it in the godot engine : https://github.com/V-Sekai/godot/tree/vsk-many-bone-ik-4.2

but I guess this is a WIP.

Edit : LoL, I just figured out that your first comment is expandable, and that you are already aware of the many_bone_ik branch.

GeorgeS2019 commented 1 year ago

@ywmaa Thx for updating. It will be a while till I will get back to IK.

GeorgeS2019 commented 7 months ago

@ywmaa

Are you aware of this skeleton3D IK example? https://github.com/WuotanStudios/GodoDudeMannequin/issues/1

ywmaa commented 7 months ago

@ywmaa

Are you aware of this skeleton3D IK example? https://github.com/WuotanStudios/GodoDudeMannequin/issues/1

No, I am not aware of it.

It looks like it depend on the old ModificationStack.