Open GeorgeS2019 opened 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
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.
@ywmaa Thx for updating. It will be a while till I will get back to IK.
@ywmaa
Are you aware of this skeleton3D IK example? https://github.com/WuotanStudios/GodoDudeMannequin/issues/1
@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.
[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)