Game Development Community

Ik handles?

by Sean · in Torque Game Engine · 04/30/2006 (3:20 pm) · 5 replies

Some game engines use ik's. I have not read about torque using them. Is it best to just transform my joints and let torque do the inbetweens. I would guess I can still us my ik's in my modeling system but just not export them. Just wonding how or if Torque uses them.

#1
04/30/2006 (5:38 pm)
No, Torque's bones just lerp generally between positions when not given explicit animation. However, someone has done a very powerful IK system in TGE.
#2
04/30/2006 (5:57 pm)
Wow, interesting, thx.
#3
05/01/2006 (8:49 am)
You can animate the bones using IK , but you dont need to export IK .
When you are ready to export your animation ,just collapse the animation of the bones , after that , you can delete IK ,and still have the IK animation . ( both max and maya have this function ) .
#4
05/01/2006 (10:31 am)
No need to collapse/bake animations. Just animate and export. The DTS exporter just looks at all of your objects' transforms at each frame and exports those values. You can animate with IK, expressions, constraints, whatever. If it moves, the exporter will see it.
#5
05/08/2006 (9:40 am)
Yup works great, to bad I didn't read this untill I tried it. :), any one know if biped fbik works? (youneedthisman.com) I know maya's fbik has problems.