Saturday, June 21, 2008
Saturday, June 21, 2008    

Recently I started to roll my own IK engine... I started out needing some simple limb swinging with a joint, but it gradually started turning into a real IK engine. So I decided that I needed to stop and simply implement something already out there.

I just stumbled upon Box2D because of an aggregated post on AXNA.

This looks really promising and I hope it doesn't add a ton of overhead to implement. I am after some IK physics, yet have a lot of control over a drop behavior (watching a IK figure crumple to the ground is realistic only if you don't care if the person is supposed to have life in them).

I'm ultimately after some realistic human figure motion on drag, and when I drop the IK figure, it drops and stands up a bit (balancing up). No crumple to the floor. I was rolling my own engine so I would have total control over something like that, but I am going to investigate Box2D to see if I can set up some physics and have enough control to roll it out.

Funny how you never think you'll need some aspect of Flash only to find yourself chomping at the bit to figure it out and deploy it.


1 Comments:

Anonymous Brett Forsyth said...
 


“Hello Eric,

I am glad my post got you to check out box2d. It's a nice engine as far as i can tell. I have a student doing some particle experiments with it and has managed to have 200+ particles in a confined space where none of them sleep. I am eventually trying to do something similar with the figures and right now you would have to program your own joint springs. I am hoping to build a spring joint in the future but don't hold your breath.”
 
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