Jump to content

Mecha Spider Foot Inverse Kinematics

Views: 2,900 | Comments: 9   


Inverse Kinematics in Leadwerks.
Procedural animation

  • Like 1
  • Haha 1
 Share

Discussion Topic

User Feedback


42 minutes ago, Marcousik said:

Mm..So it would run through a tree, wouldn't it?

I encountered that problem by trying to write an own player controller

You can avoid them by setting nav mesh obstacle on the tree. Right now it would place foot behind and in front of the tree. Theres a few ms where the leg is inside the tree but not so bad. You can animate tree moving so it looks good

Link to comment
Share on other sites

Mm..So it would run through a tree, wouldn't it?

I encountered that problem by trying to write an own player controller

Link to comment
Share on other sites

Just now, Marcousik said:

Ok...

I just wonder how it manages collisions without mass...

 

It has no collisions. It puts it foot where there is any surface. 

Link to comment
Share on other sites

On 4/15/2021 at 10:52 PM, Slastraf said:

They don't have mass.

Ok...

I just wonder how it manages collisions without mass...

 

  • Like 1
Link to comment
Share on other sites

If you can do this with a spider leg you can probably do it with any character walking around.

Link to comment
Share on other sites

14 minutes ago, Marcousik said:

Ok ^^

Then I will one day try it with joints, could be funny too.

But how did you manage the physics??

Do the legs have a Mass ?

They don't have mass. Their rotation is calculated every Physics Update. I used an inverted square function (as height) to simulate taking a step .

Link to comment
Share on other sites

Ok ^^

Then I will one day try it with joints, could be funny too.

But how did you manage the physics??

Do the legs have a Mass ?

Link to comment
Share on other sites

Just now, Marcousik said:

I had the idea to make something like that too ^^

Is this built with joints ?

Can the machine go faster?

It is entirely procedurally animated with SetRotation(), no joints.
It can walk infinitely fast if you want. You can specify foot height / stepsize / footsteptime among other things. But if you use bones instead of just models then the whole thing gets a lot more complicated so I try to rewrite it to use SetQuaternion instead. Might take a day or two until I put up a script.

Link to comment
Share on other sites



Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Write a comment

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...