#does chaining ik chains work?
1 messages · Page 1 of 1 (latest)
Hard to say what it'd do apart from creating complexity and maybe a mess but that is just speculative. There is one surefire way to find out tho, create a blank project, implement, and play around with it to see what happens. If you find anything interesting you can alwasy showcase it back here.
Am curious why you would want to use chain ik in this instance tho, assuming it's a humanoid rig you're better off using the 2 bone ik constraint as that's specifically designed for limbs and has hints available as an option
because I need the shoulder to be involved too
I need to reach out my hands forward etc
when the shoulder is out of the equation, I don't get what I want, I essentially just get a bit of forearm stretching
another alternative is using an aim constraint for the elbow, I don't know if that would work
What is your setup currently
What are you experiencing
And how should it be different
Can you share a video?
It's complicated and I've basically tried every setup in existence
Currenty, I'm using puppet master and I've tried 10000 variations and settings there
Essentially, my chain ik setup works best, but I need the elbows not to clip when aI move my hands.
I could place a hint on the elbows and a collider and move it with code if I could control the elbows
Which I can't really with chain ik
Two bone ik doesn't let me extend my hands as far as I'd like
I'm not familiar with puppet master so maybe a question for the creator(s) of that package assuming they have a support forum, I'm assuming they have some standard way for reaching arms out.
Am curious what is happening tho so if you share a vid that'd be cool
Yeah I had a lot of convos in their discord. Doesn't matter for now.
But I'm not quite sure what you want to see.
And they could not help you?
I want to see what is actually happening when you character is putting their arms out
They were trying but it's compllicated
this is an old clip and I'm not quite sure what you're looking at
this is chain ik
Oh that's cool, it's like a cave diving game?
So this is the good version with the arms going far enough?
How does it look with 2 bone IK where the arms don't go far enough?
It looks like the cam is quite close so maybe there's something you could do with that so you see more of the arms / it looks like they're stretching out further when using the 2 bone IK method
yea.
I can change it and show you later if you want but it's literally just arms not reaching as far
doesn't look as good
with this, I have clipping issues so I'm trying to use puppetmaster
to make the arms physical and make them squeeze and roll and not clip
but physics ruins everything as always
It's okay if it's too much work you don't need to change and show.
Even in the chain clip you just shared tho there's a lot of the arms not showing which makes me wonder if there's some camera work you could do instead so it'll look like the arms are reaching further away from the player
The joys of working with physics 😆
Possibly. Though it's potentially not just the elbows. Any part of the arm can clip really apart from the ik tip
I wish I could have control of every bone with ik rigging although I knkw that would defeat the purpose of it
It's kinda like I need to actually code a forward kinematic solution myself but that sounds like a nightmare
Yeah it's a tricky situation actually. I wonder is there something you could do with raycasting to the cave wall and then set the target positions for the IK with an offset from the surface based on the normal of where the raycast hits
What do you mean? I already do that but how does that help?
Ahh I think I misread your message my b
From what I can tell it would require some kind of unique solution when going the chain ik route, looking at the anim rigging docs the chainIK constraint uses a FABRIK implementation which has no awareness of directional preferences so there's always that risk of weird unpredictable bending in the bones which can lead to the clipping.
If I were in your position I'd be trying to use the 2 bone Ik for natural bending but also trying to set a preference towards having the arms at or close to full stretch to reduce the risk of clipping, even then it's probably not totally avoidable. You could also maybe do something with positional constraints on the shoulder if you need to get more reach from them
I've also been considering simply moving the ik target
While elbow is triggering a collision, move the ik target in the opposite direction or something like that until the elbow isn't colliding
Cause eventually the elbow will need to move to follow the hand
Something code-oriented like that, rather than physics oriented or whatever