Open InsaneGrox opened 3 years ago
I've been meaning to make an issue for this. Thanks for making one! Upvoted.
Seconded. I believe Neos ought to have this implemented as well.
Feel like noting I have personally have been getting quite a few questions about quadruped avatars this would help those people significantly.
Is your feature request related to a problem? Please describe.
Currently it is impossible to create custom IK setups without hacky solutions such as logiX, or piggybacking off of the existing VRIK system, for example, making a four-armed avatar is currently a complicated process of remapping the upper arms to the lower arms with lots of smoothing, same goes for quad avatars, which are a complicated process of either using animations, or remapping the legs to four individual legs, and making standalone mechanisms that rely on IK are currently a process of custom-coding the IK using logiX nodes.
Relevant issues
Impressively enough I have not, which I'm extremely surprised about.
Describe the solution you'd like
A generalized IK component, simular to the dynamic bone chain component, but instead of simulating physics, this would instead act as an IK component, preferrably with the ability to have constraints and bend goals, as well as weight values, simply put however this component would only preform FABRIK calculations and drive affected bones based on those calculations.
Describe alternatives you've considered
Currently, the only alternatives that are already inside of Neos are dynamic bone chains with custom effector targets (which do not have bend goals and are pretty jank for the purposes of IK), and programming IK using LogiX, which has both the downside of being difficult to use, and more preformance intensive than a basic IK component would be.
Additional context
A bit of a comparison I will make is blender's auto IK feature, where it makes animation easier by doing IK calculations between a bone chain.