Finished Claw with Math

A little while ago, I made a post about using inverse kinematics to make a claw. I now finished the claw, figuring out all the math by using trig, wolfram-alpha, and diagrams. Here is a video of it:

(In the real game, the robot will not be controlled by a moving attachment, but rather it will be tweened between positions, looking much smoother. Here the tweens are used but with a time of 0, which is probably part of the reason it is a bit choppy.).

What are your thoughts? Any ways that I could improve the actual model? (I know it is quite simplistic.)

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Why didn’t you just use the IKcontrol Instance? Is it because it is buggy or maybe it didn’t work like you wanted it to?

Because I wanted to make the robot arms follow a curved path (at all times they form an arc of a circle).

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