Wanted to know if Ogre3D or OgreXMLExporter can handle IK and other constrained animations from blender, and should it be exported with the 'Only Deformable Bones'?
This in context of easier animating in Blender - would probably gives me a performance loss.
And in the context of once loaded in the scene and moving the IK bone by 'attaching' it to te mouse, e.g. a hand following the mouse cursor.
Thanks,
[SOLVED]Ogre3D and IK import
- LJS
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[SOLVED]Ogre3D and IK import
Last edited by LJS on Thu Jun 26, 2014 10:38 am, edited 1 time in total.
(am very clumbsy, especially with words on a static screen.)
Ogre 3D 1.9.0 static
Bullet 2.8 static
Ogre 3D 1.9.0 static
Bullet 2.8 static
- c6burns
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Re: Ogre3D and IK import
Ogre is FK only, so unless you keyframe the motions from your IK rig then it's not going to end up in the .skeleton file. I use IK all the time for animation, but ultimately it's keyframed and exported as FK.
You'd have to implement your own IK algo to do runtime IK. There's a number of methods and articles out there for it.
You'd have to implement your own IK algo to do runtime IK. There's a number of methods and articles out there for it.
- LJS
- Greenskin
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Re: Ogre3D and IK import
Announcement: Math fight comming up!
Am assuming this goes for constraints too.
Thanks c6burns.
Am assuming this goes for constraints too.
Thanks c6burns.
(am very clumbsy, especially with words on a static screen.)
Ogre 3D 1.9.0 static
Bullet 2.8 static
Ogre 3D 1.9.0 static
Bullet 2.8 static