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?
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#2
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.
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.
Torque 3D Owner Alaric Karczag
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.