This implementation brilliantly transforms a standard heuristic algorithm into an intuitive, real-time creative tool for the virtual space. It is a masterclass in bridging the gap between complex procedural animation and accessible user-driven design.
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StrikePose - drawing & solving arbitrary bone chains with a toolIndexado:
I've got the core FABRIK solver implemented and now also integrated into Resonite, so it can be used as a generic IK system for any creation! To make it easier to test the algorithm with different bone & effector setups, I made a new tool that allows you to create rigs in-game easily and test them! The solver just kinda... works x3 I expected it to break with some bone setups, but it's working pretty robustly so far, which means I can continue iterating on it, adding more features (like solving orientations) and so on. Once I got a lot of it working, I'll be working on the actual biped IK with it, which is going to use the solver as a building block! Support development at: https://patreon.com/resonite Official website: https://resonite.com
Hello everyone. I have another dev log for you. So, I've been working on the IK system and part of it is something called a fabric solver, which is nowadays very commonly used IK algorithm that's going to like be used as a basis for solving the full body. But the cool thing about it is like I'm exposing it as a general algorithm as well that you can use. And in order to be able to test it in a lot of different scenarios, I've made this the bone tool. It's not actually called bone tool, but it's called the rig tool, but uh what it does is it lets you create new rigs completely in game. So, I just create a new rig that starts with a bone and now I can just draw whatever bone chain I want.
So, I can go like this and then I can like, you know, select a bone and draw more bones this way and like maybe like do one here.
Uh Draw here, there we go. And then like I can branch off this way. So, this way I can make whatever, you know, Eldridge bone chains I need uh just to be able to test if the system works correctly. But uh this also going to be useful for other things because this actually creates a proper rig component. So, if I open inspector, um and I look what I just created, you see this is actually just the rig.
Um and I want to kind of expand on this to like be able to work more with rigs. But uh I have this chain created. Uh now what I can do is I can set it up as fabric. So, I do that and you see there's now fabric chain, uh which will now solve this, but uh in order to actually do any solving, it needs effectors. Effectors are like what essentially tell some some bones where they need to be. So, I can for example, you know, select this one and I can add an effector. And now I can just take this and pull this around and it figures it out. It figures out, you know, where all the bones need to go for this to work. And I can do another one, say let's here. I can add it like in the middle of the chain. So, you see this kind of pulls the rest of it.
Uh and I can pull this around and let's say I put another one.
I select this one, put another one here.
Uh you can see like sometimes it will change the uh chain a bit because the order of the effectors actually matters because they kind of when it solves they kind of yank the chain like back and forth.
Uh I can put another one. Where should I put another one? Let's say here in the middle of chain.
There we go.
Uh but it should all generally just solve properly. So, you see like they're all going where they're supposed to. We can add another one here.
Add an effector here and solve this way.
And you see it's like it's figuring out where everything should go so it like matches those points.
Uh it's a little bit like funky chain so it's going to you know, old looking but uh it works. The algorithm works. It's actually fun because I kind of expected to find some bugs with the solver and it just kind of works.
Um there are some like initial bugs but like most of it just kind of works the way it's supposed to. Um Uh there's another thing I also added.
So, if I for example take, you know, I pull this. You see now this is not like this isn't able to reach here because like this whole chain's kind of getting pulled, you know, this one's also like, you know, not not not making it anymore because it's just pulling it too far.
Um and this one's also kind of having hard time now because this is kind of getting pulled. The order of the effectors matters. Uh so if I open this up, so let's see I have this thing over here.
Uh I have uh I need to find where this effector is.
So, on the bones uh there is uh find the effector. So, if I open this up, this is an effector that's over there. And actually, you see this is uh currently the latest bone.
And if the priority is all the same, uh the latest one in the list will always take priority. But, I can prioritize one of these effectors over the others. So, I can find whatever this one is. Uh Let's see. Effector, this one here. Oh, there we go. Perfect. That's the one I want. So, I can set the priority to be one.
And now this one takes priority over the others, within the chain. So, um you see this one this one's not making it anymore.
If I bring it closer than it works.
Um but if I pull it too far, if I pull it too far, you know, it's not making it anymore.
Um because I give this one a priority. So, this is working pretty well. Um I think I make sure you can have very little like do more of implementation like doing stuff like sorting out rotations for the bones. Um and I'll also be adding like uh system for constraints, which is going to add more more more kind of complication.
Uh and just kind of progressing on it. And I'll probably like look into releasing initial version of this like where you actually get like, you know, this fabric solver uh the fabric chain so you can play with it. You can even build things with it as well.
Um and then like work on the actual full body, which is going to have like, you know, some extra behaviors, but it's going to use this kind of algorithm under the hood to sort of, you know, solve like where your body should be.
Um So, overall, this is this is working pretty well. Uh you see this one's also on the one that's not reaching.
Uh it's kind of fun to play with.
Um so, yeah. It's uh it's working.
More IK coming soon. ish the end.
Anyway, I'll see I'll see with more more devlogs, but um it's progressing so far.
Woah.
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