
Numerical IK is more versatile in that robot kinematic constraints can be specified and external constraints, like an aiming constraint for a camera arm to point at a target location, can be set to IK solvers. Numerical IK solvers are more general but require multiple steps to converge toward the solution to the non-linearity of the system, while analytic IK solvers are best suited for simple IK problems. Each joint angle is calculated iteratively using algorithms for optimization, such as gradient-based methods. In order to approximate a robot configuration that achieves specified goals and constraints for the robot, numerical solutions can be used. In general, they are classified into two methods, one that is analytically obtained (i.e., analytic solution) and the other that uses numerical calculation. In contrast to forward kinematics (FK), robots with multiple revolute joints generally have multiple solutions to inverse kinematics, and various methods have been proposed according to the purpose. The Jacobian matrix helps define a relationship between the robot’s joint parameters and the end-effector velocities. Leg.Once the robot’s joint angles are calculated using the inverse kinematics, a motion profile can be generated using the Jacobian matrix to move the end-effector from the initial to the target pose.
#Kitematic inverse rig code
The code for this is a one liner function ProceduralAnimatorClass:MoveLegs(stepCycle,dt) You can try replacing it with the classic 2 joint and 2 limb inverse kinematics as the code artifically creates an additional limb for R6 to make the R6 pretend it has a knee to raise “Up”. Implementing this is left as an exercise to the reader. However, it is possible to “jump out of” concavities by adding large random offsets to each joint, and then attempting the IK solve again. These concavities are impossible to avoid in a heuristic IK algorithm (read: all of them except Analytic ). You could also reset the C0 of the limbs once in a while in order to make the CCDIK start from the baseline position and reset the rotations locking it in a “weird place”. This is also the reason why it is not compatible with Animations.


Local goalCF = bounceCFrame*waist1*ANGLES(swayX,swayY,sway):inverse()įor sorry for the lack of reply, the legs being funky and not reaching the goal in a nice manner has to do with the inverse kinematics method, it’s iterative and doesn’t generate a 100% solution towards the goal it guesses and tries and doesn’t care if it looks weird or not TL DR. Local swayX = math.rad(relv1.Z)*0.5*self.SwayX Local swayY = 0.1*s(self.WaistCycle)-2*math.rad(relv1.X) Local bounceCFrame = CFrame.new(0,self.WalkBounce*s((self.WaistCycle+90+45)*2),0) function ProceduralAnimatorClass:MoveTorso(stepCycle,dt10,rootVelocity) Modifying the WastCycle will mainly change the timing of when the bounce happens, such as it bounces up when the leg is being raised up. If the following conditions are not met, your edits to the script may not be distributed.Īll the actual movement is done in the ProceduralAnimation class which creates the goal target for the inverse kinematics as is within the video.Īnd the sway controls the rotation side to side, it’s been set to some arbitrary value try playing around with it or removing it entirely.
#Kitematic inverse rig free
You are free to use this resource on any of your games with giving credit in the description. It’s just a local script that you can drag and drop into StarterPlayerScripts Not fully optimized as it’s always running

Not animation compatible (Creates an custom invisible upper leg for the legs in order to get that smooth cartoony effect)

Customizable foot step noises + custom implementation possible (detect floor material via a signal connection)
