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attaching second hand to weapon (IK)
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abd1984 Offline
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Post: #1
attaching second hand to weapon (IK)
(please check attached screen shot)
We are trying to attach a weapon to a character. For the right arm it works well and the code used in BM attach the weapon correctly to the right arm.

Now what we want to do is attaching the second arm to a slot point defined on the weapon. To do this, IK is the typical solution. But unfortunally, we didn't manage to get it to work. The only function available in the API is skel.TransformInWorldSpace and it does not seems to perform IK at all.

We tried but desepseratly we did not manage to get it to work . We are now completely stuck and we apperciate ur help to fix the issue. please check the attached screen shots.

http://hpics.li/23e469b
http://hpics.li/fffd574


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(This post was last modified: 09-12-2015 08:05 PM by abd1984.)
09-12-2015 12:31 PM
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RedcrowProd Offline
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Post: #2
RE: attaching second hand to weapon (IK)
BM ? IK ?
09-13-2015 06:27 AM
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abd1984 Offline
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Post: #3
RE: attaching second hand to weapon (IK)
BM: Bloody Massacre
IK: Inverse Kinematics
09-13-2015 07:01 AM
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RedcrowProd Offline
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Post: #4
RE: attaching second hand to weapon (IK)
i'm not sure there's a ez solution for this one, even if something like a second point in the weapon to be linked with the arm, would def. be nice to see,

for now maybe, used sync anim to make it move with the weapon and use
item.matrix(Matrix().setPosDir(point.pos, point.cross(), point.dir)); to have it in the right direction and angle for your first anchor wink
09-13-2015 07:25 AM
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abd1984 Offline
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Post: #5
RE: attaching second hand to weapon (IK)
tx redcrowProd for ur reply,

but that may work for a single weapon. if we want to switch weapon or hold gun, ur solution will not scale!! . there should be a proper way to do this.. but cant figure it out..
09-13-2015 07:42 AM
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abd1984 Offline
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Post: #6
RE: attaching second hand to weapon (IK)
any suggestions? anyone has encoutred the same issue?

we would be very thankful .
09-14-2015 07:54 AM
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