online interpolation

Problems building or running the engine, queries about how to use features etc.
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johan07
Greenskin
Posts: 144
Joined: Fri Dec 21, 2012 11:38 pm

online interpolation

Post by johan07 »

Hi,
i have character -character.skeleton)
i use inverse kinematic to calculate the new bones posiiton (all the arm bones)
givin the desired hand position

it work for one position , i just make like that

Ik(arm_bones,desired_position);
it change all the bones

in each frame i use IK to reach a task (IN EACH FRAME) so the motion result as jump , there is discontinuities




thanks very much
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c6burns
Beholder
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Re: online interpolation

Post by c6burns »

You need to set a goal position/orientation and a time period. In IK it's common to have a method that takes the parameters: end effector, blend weight, and time. I will assume linearly interpolating positions is easy enough that I don't need to explain it, but correct me if I am wrong. There are methods in Ogre::Quaternion for interpolating rotations. This wiki article talks about quaternion slerp (spherical linear interp) near the end: http://www.ogre3d.org/tikiwiki/Quaterni ... ion+Primer
johan07
Greenskin
Posts: 144
Joined: Fri Dec 21, 2012 11:38 pm

Re: online interpolation

Post by johan07 »

In IK it's common to have a method that takes the parameters: end effector, blend weight, and time.
NO, it just take end effectors position as parameter
I will assume linearly interpolating positions is easy enough that I don't need to explain it, but correct me if I am wrong
ups :shock: ,
in fact it not easy for me because i apply the ik online. and i am intereseted in interpolating positions and not orientations
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