question-mark
Stuck on an issue?

Lightrun Answers was designed to reduce the constant googling that comes with debugging 3rd party libraries. It collects links to all the places you might be looking at while hunting down a tough bug.

And, if you’re still stuck at the end, we’re happy to hop on a call to see how we can help out.

[Feature Request] Build-in IK / Inverse Kinematic Solver

See original GitHub issue

Original Content of this post: beside to handle the character foot position, maybe this will be useful for 3rd person shooter game.

Added context from @anan1213095357 in issue #1698 : Is your feature request related to a problem? Please describe. Yes, my feature request is related to a problem. Currently, our software does not include an Inverse Kinematics (IK) solver, which can limit our capabilities in various animation and robotics applications. The lack of an IK solver may increase the complexity and the time needed to calculate the joint parameters that achieve the desired positions of the robotic manipulator or character.

Describe the solution you’d like I would like to have an integrated Inverse Kinematics solver in our software. This solver should include support for different IK algorithms such as CCD, FABRIK, and Jacobian methods. It would be great if the solver could handle both single and multiple end-effectors and constraints.

Describe alternatives you’ve considered An alternative could be to integrate an external IK library into our system, but this could lead to problems with compatibility and maintainability. Having a built-in IK solver will provide more flexibility and control over the feature.

Additional context An IK solver is fundamental in various fields like computer animation, game development, robotics, and even biomechanics. It is essential for calculating joint parameters that would put an end-effector in a desired position.

  • What are the usecases? The IK solver can be used in character animation for game development, robotic arm manipulations, posture prediction in biomechanics, etc.
  • What kind of options/settings are expected/wanted? Options for different IK algorithms (CCD, FABRIK, Jacobian), single/multiple end-effectors, and constraints.
  • What would the (pseudo) code look like? Something like this: ik_solver.solve(end_effector_position, algorithm='CCD')
  • Is the feature affecting behaviour in the editor? Yes, it could come with visual representation of the IK chains and a user-friendly interface for parameter adjustment.
    • if so: how should this look in the editor? It could show the IK chains and allow users to select and adjust the parameters interactively.
  • Is there a component or datastructure? Yes, the IK solver could be a new component that uses data structures for the kinematic chain, joints, and end-effectors.
  • what kind of documentation is needed or needs to be updated? A complete documentation explaining the usage of the new IK solver component and its options, along with updates in the parts where IK solutions are applicable.
  • Should there be an example project? Yes, an example project showcasing the usage of the IK solver in different scenarios (robotics, animation) would be beneficial.

Last edit by @Eideren.

Issue Analytics

  • State:open
  • Created 5 years ago
  • Reactions:3
  • Comments:14 (3 by maintainers)

github_iconTop GitHub Comments

4reactions
Perkseycommented, Jul 31, 2023

@anan1213095357 looks like you’ll want to find a “more mature” engine then. Stride has lots of users (that do think it’s mature enough for them) and they already have lots of needs that are being worked on, so unless anyone has particular passion for this specific feature (there has been no indication as of yet) then it isn’t going to be worked on in the near future. This isn’t me speaking as a Stride dev (because I’m not), this is just the way open source works. Open source and the volunteers therein does not mean the world is going to materialise around you.

3reactions
anan1213095357commented, Aug 3, 2023

@anan1213095357 looks like you’ll want to find a “more mature” engine then. Stride has lots of users (that do think it’s mature enough for them) and they already have lots of needs that are being worked on, so unless anyone has particular passion for this specific feature (there has been no indication as of yet) then it isn’t going to be worked on in the near future. This isn’t me speaking as a Stride dev (because I’m not), this is just the way open source works. Open source and the volunteers therein does not mean the world is going to materialise around you.

“I believe the future of a thriving user community for a game engine still greatly involves newcomers like me. The reason I’m drawn to this game engine is because, compared to others, it offers simplicity and a low learning curve, which is perfect for beginners. However, I do face challenges when certain tools necessary for my projects are not available in the game engine, making it impossible for newcomers like me to achieve certain goals. My hope is that this game engine continues to improve and grow. That’s why I brought up this point.”

Read more comments on GitHub >

github_iconTop Results From Across the Web

[Feature Request] Build-in IK / Inverse Kinematic Solver #103
[Feature Request] Build-in IK / Inverse Kinematic Solver #103 ... The IK solver can be used in character animation for game development, ...
Read more >
Feature Request - IK Pole support?
I'm using a 2D Animation package to rig my character. Making complex animations is convenient, but sometimes IK solver rotates unexpected ...
Read more >
Manipulator General Inverse Kinematic Solver (MAGIKS)
This generality expands MAGIK's domain of application to areas other than robotics including Biomechanics and Computer Animation. These features has made MAGIKS ...
Read more >
Using an Embedded Multi User Inverse Kinematic Solver ...
Another feature of the first option is that a solution automatically satisfies the constraint equations, since the constraint equations themselves are used to ......
Read more >
Inverse Kinematics
This method of posing a skeleton is known as forward kinematicsThe geometry that describes the position and orientation of a character's joints and...
Read more >

github_iconTop Related Medium Post

No results found

github_iconTop Related StackOverflow Question

No results found

github_iconTroubleshoot Live Code

Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start Free

github_iconTop Related Reddit Thread

No results found

github_iconTop Related Hackernoon Post

No results found

github_iconTop Related Tweet

No results found

github_iconTop Related Dev.to Post

No results found

github_iconTop Related Hashnode Post

No results found