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Inverse Kinematics in Blender

by Bejong K Yang · in General Discussion · 11/24/2005 (10:38 am) · 2 replies

How do you creat inverse kinematics in blender?

#1
11/27/2005 (6:51 am)
You can, but the actions/sequences need to be "Baked" in the actions thread.
this records every vertex position from one frame to the next.
I only suggest using it if your using cloth animations, or animated speech/facial expressions.
file size is larger, but that how they used to do all animations for 3d games (quake 1-i believe) before bones were used.
#2
11/27/2005 (7:25 am)
You create a IK chain in Blender by selecting the last bone and going to the object context of the buttons window. There you will find the constraints tab, add a new one and select IK. You will need to set the target, first the armature name and then the target-bone name.

Once you made the animation, you will need to bake it for using it exported to Torque. It will make a copy of the action, with all the keys keyframed for the skinning bones, not for the geometry like Alaric said. Baking softbodies is a very diferent thing, as is baking radiosity in the texture... Geometry animation (cloth, facial gestures) is not working with current version, AFAIK. Just bones.