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IK with more than 2 bones?
Somebody probably already requested this but are IK chains of more than 2 bones in the works? I noticed that if you try to work around this by having multiple chains parenting to each other, it tries to solve one chain until it reaches its limit before moving the second chain, rather than distributing the movement equally among all the bones.
Hello
For that you'd want to use path constraints!
Path Constraints - Spine User Guide
2 bone IK isn't currently possible. This is because 2 bone IK can be solved analytically (there is one correct solution), while >2 bones requires some sort of integration (there are many possible, valid solutions so the resulting pose depends on the poses of previous frames). Currently posing a skeleton is deterministic in that it does not depend on previous frames. For a given animation time, the pose will always be the same. This is convenient for many reasons, but we do plan to allow non-deterministic features eventually (for physics, >2 bone IK, etc). This means you can get different poses based on factors like how often and how many times the animation was previously applied.
You can use the Pose tool, select any number of bones, and then manipulate them using IK. Note this is for manipulation only, not for interpolation during an animation.
As Erikari mentioned, path constraints may be an acceptable workaround.
Nate yazdı>2 bone IK isn't currently possible. This is because 2 bone IK can be solved analytically (there is one correct solution), while >2 bones requires some sort of integration (there are many possible, valid solutions so the resulting pose depends on the poses of previous frames). Currently posing a skeleton is deterministic in that it does not depend on previous frames. For a given animation time, the pose will always be the same. This is convenient for many reasons, but we do plan to allow non-deterministic features eventually (for physics, >2 bone IK, etc). This means you can get different poses based on factors like how often and how many times the animation was previously applied.
You can use the Pose tool, select any number of bones, and then manipulate them using IK. Note this is for manipulation only, not for interpolation during an animation.
As Erikari mentioned, path constraints may be an acceptable workaround.
Thanks for the explanation. I think path constraints my be a bit complex for my needs right now. Looking forward to all the new features you're working on.