• Advertisement
Sign in to follow this  

Unity Open Source Inverse Kinematics Library

This topic is 3334 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello everyone. I want to start building an open source inverse kinematics library and various tools required to easily work with the library. I've asked if anyone was interested a while back in this thread: Previous thread Since the time of my first post i've managed to complete my degree and my ik project. You can find what I did here: http://www.assembla.com/wiki/show/ikanimationtoolkit Also the source code: http://svn2.assembla.com/svn/ikanimationtoolkit/ I don't consider this a finished product ( basically it was me trying to implement various ik algorithms) but i would like to continue doing it or maybe start a new one an use what I've learn there. So I would like that everyone interested in an open source ik lib to make suggestion, comments, how will they approach this, or if they want to help with text, papers, time. (I have a lot of documents but it never hurts to have more, especially new research) [Edited by - clauchiorean on December 5, 2008 2:18:49 AM]

Share this post


Link to post
Share on other sites
Advertisement
Hello, I was interested when you last posted.

Congratulations on completing your degree. It's a shame they didnt teach you how to use a hyperlink :P (just kidding, but seriously)

So I checked out your link, it was a bit confusing, was that documentation? I saw what looked to be some kind of specification, but none of the objects, members, functions were clickable so I never really saw much detail.

Were the URL's at the bottom under "Links" written by you or where those resource materials that you used?

Good work on completeing stuff, poor work on showing us :P Got any videos, screen shots, or example downloads?

I took a peek at your source. All your code looks very clean, I would never have a problem looking at it. I'll just bookmark this for when I have the desire :P

Congratulations again on your degree.

Share this post


Link to post
Share on other sites
That was suppose to be some sort of specification(wiki), but I abandoned it.
If you want to see what is going on you can download the code and use cmake to generate a project file.

Basically i've managed to implement some algorithms in the framework:
CCD, PseudoInverse, Transpose, SDL and SDLS. I has some support for constraints but
I'm not very satisfied. I want to try and implement some new ones , basically one based on probabilities, and try to make the implemented one as stable as posible.

There should be a test project in which you can see the algorithms working. But for now there are some lines that cam be moved and a hardcoded skeleton.

I'm in the process on moving the project to google code, and starting it again, plus buying a domain name for it and trying to build a small community around it.
This should happen till the end of this year (hopefully :))

My goal is to make this library in C++, C# and Java (and if anyone wants python or ruby or any other language he can join me and help port it).

Now i want to redesign it a bit so it can be easily integrated with 3D engines (Ogre3D comes in my mind).

That's why I'm asking for your thoughts, suggestions, what do you want to see in such a library, so i can make a list of things, and prioritize, and see what people need most.

This post was to see how people would react, I'm planing on putting a bigger announcement when I'll have the site up an running and things will start moving a bit :)

Share this post


Link to post
Share on other sites
I'm very interested in seeing how this matures, but I'm not to experienced in this subject so I'm afraid I can't be much of help by providing suggestions and feedback!

Good luck though! :-)

Share this post


Link to post
Share on other sites
Im interested in it too. Im currently searching for approaches to Ogre + IK: I found a patch to Ogre, but maybe it's unstable or hard to understand, but it was posted before shoggoth (ogre 1.6) but it wouldnt became part of the code (till now). So I continued my search, and finally I decided to use a physics/collision engine to this purpose (Bullet, actually).

But Im realy interested in this approeach. My questions:
- will it be free of charge? / what licence?
- when will be a beta to Ogre released?

Advice:
- take into account that many Ogre-project uses physics engine, so your implementation should provide cooperation with existing systems (I mean e.g. it should allow to use skeletons + mesh-datas (if needed, Im not sure this is needed) which are prepared to the physics lib (trimesh)).

Anyway, good luck, and keep it up!

Share this post


Link to post
Share on other sites
Hy.
I have an idea:
Is possible to create a graph but not of the bones , a matrix of macro areas in that my dinamic meshes can move , a matrix More 'or less Detailed.
I would subdivide the 3d space around the mesh(but only the area of the movements not the entire word around the puppet) in nodes ,or vertex like boost::Graph then i can support the wheight of the nodes for various uses like animation.
In this mode i can set the point that connect ad example the hand of the mesh with a apple for generate the complete path of the movements of the skeleton of the mesh(using weights),is the path tahth return a list of nodes that move or rotate the bones ,and with wheight every movement is a little different from other ,for create a independent character.
naturally my idea not have a good Accuracy for a robot, but for game proposal can be done?
In the boost::graph library there are all the function for do that.
I'm too imaginative???

Share this post


Link to post
Share on other sites
Congratulations on your degree.
I have been playing with Ogre 3d lately and I like it. The only thing it lacks for now is IK. I was really excited when google got me here and I read about your work. So I am looking forward to some simple tutorial on how to attach your library to Ogre. I prefer old good C++ :)
My goal is to make some kind of simplified virtual world where I and my friends can test various AI algorithms and how AI bots behave in a 3d world. It would really benefit from dynamic realtime calculated IK animations. They should be not really complicated (for now I need only humanoid IK animations) and of course it would be great to have them resource efficient so my CPU can give more to AI than to IK calculations.

Good luck with your work and looking forward to see your IK with Ogre!

BTW, you could post this also at Ogre3d message boards. I think many of Ogre3d fans will appreciate your work. There is also someone who tries to get OpenTissue work with Ogre3d but there seems lot to be done yet.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
       
    • By devbyskc
      Hi Everyone,
      Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
      I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.
    • By Yosef BenSadon
      Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
      So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
      From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
      Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?
    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
       
      Trailer: 
       
    • By khawk
      Watch the latest from Unity.
       
  • Advertisement