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Mecha Spider Foot Inverse Kinematics

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Inverse Kinematics in Leadwerks.
Procedural animation

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42 minutes ago, Marcousik said:

Mm..So it would run through a tree, wouldn't it?

I encountered that problem by trying to write an own player controller

You can avoid them by setting nav mesh obstacle on the tree. Right now it would place foot behind and in front of the tree. Theres a few ms where the leg is inside the tree but not so bad. You can animate tree moving so it looks good

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Mm..So it would run through a tree, wouldn't it?

I encountered that problem by trying to write an own player controller

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Just now, Marcousik said:

Ok...

I just wonder how it manages collisions without mass...

 

It has no collisions. It puts it foot where there is any surface. 

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On 4/15/2021 at 10:52 PM, Slastraf said:

They don't have mass.

Ok...

I just wonder how it manages collisions without mass...

 

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If you can do this with a spider leg you can probably do it with any character walking around.

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14 minutes ago, Marcousik said:

Ok ^^

Then I will one day try it with joints, could be funny too.

But how did you manage the physics??

Do the legs have a Mass ?

They don't have mass. Their rotation is calculated every Physics Update. I used an inverted square function (as height) to simulate taking a step .

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Ok ^^

Then I will one day try it with joints, could be funny too.

But how did you manage the physics??

Do the legs have a Mass ?

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Just now, Marcousik said:

I had the idea to make something like that too ^^

Is this built with joints ?

Can the machine go faster?

It is entirely procedurally animated with SetRotation(), no joints.
It can walk infinitely fast if you want. You can specify foot height / stepsize / footsteptime among other things. But if you use bones instead of just models then the whole thing gets a lot more complicated so I try to rewrite it to use SetQuaternion instead. Might take a day or two until I put up a script.

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