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workflow for IK

A topic by merry.pink created May 29, 2023 Views: 183 Replies: 3
Viewing posts 1 to 4

i'm having a difficult time understanding how IK works in pixelover. I've watched the brief tutorials from the official pixelover youtube. i've studied the inverse_kinematics example included with the software. but when it comes to actually implementing it in one of my own projects i can never get it to work for me.

so what is the proper workflow for applying IK to two bones? do i select two bones first, then change their constraint to IK? or do i select each bone individually and separately switch their constraints to IK? then, what would the target be? do the two bones have the same target? or is the first bone's target the 2nd bone, and then the second bone's target is the? when do you choose to set a new bone as the target as opposed to an existing one? and how does hierarchy/parenting in the scene affect IK? i can show you a pic of my rig/scene hierarchy if that'll make it easier. it's driving me crazy trying to figure it out, haha

(+1)

Hey, yes don't hesitate to ask question about a feature. I didn't finish the complete tutorial about this one.

So you have like a chain of bones (several bones in parent-child relation). You select the first bone ( so the first parent bone of the chain not the tip bone)

Then you give it the ik constraint, and you choose a bone to target outside the current chain (you can click on new to be sure). All the other bone should have the default constraint "from parent" else if you put ik it starts a new chain.

And that's it you can move your targeted bone to move your ik bones chain :)

ahhh, thank you. that makes sense. the trick is that the target bone must not be in the same chain as the bone with the IK constraint. i tried it out and it's working as intended.

Yes certainly I will need to add an warning message for this case :)