IK(Inverse Kinetics) Help

I’m in the process of creating my R15 rig to support IK. However, I have no idea where to start. I’ve read, Documentation - Roblox Creator Hub , and I get the concepts and such but it doesn’t help me understand how to do it when you have parts(RightHand, RightLowerArm, etc) already supplied to you instead of creating a traditional chain like the wiki article shows.

If someone could point me in the right direction or explain this to me, it would be much appreciated. I spent the last few hours trying to figure this out and deemed outside help to be necessary.

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@WhoBloxedWho does a great job explaining it in this post, including a code sample.

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I still don’t entirely get it. What am I solving for when you have your initial lengths already determined?

I’m guessing you’re making a custom r15 rig that supports inverse kinematics to make it easier to animate?

That’s exactly right. However, I don’t want to use the default animation plugin.

Is there a particular reason why you don’t want to use the default animation plugin? Aside from crashing previously (which I do believe was fixed), all R15 characters are fully capable of being animated with Inverse Kinematics in the animation editor. Another alternative is to do your animations in Blender, which was the norm for IK animations before the inception of the IK dragger.

As colbert said, Blender would be a nice alternative to use but if you’re just starting, it may be a little hard to understand how to use Blender.

I want to have my animations dynamic and hard-coded in. I’m not exactly a big fan of animation objects.

Yes, but why are you not a fan of them? Doing Inverse Kinematic dragger on the animation editor would facilitate all the IK for you and all that would be required of you is to load and play.

Hard coding them already seems like it’d be challenging for you if you aren’t sure where to start. You’d be spending more time trying to figure out how IK works over being productive.

That’s not to say I know how IK works; I don’t.

I think we have different terms regarding productivity. Productivity is not taking the easier route… It’s learning concepts and applying them. I want to learn how do what I originally posted so I can learn the concept behind it, simplify it and use it for my own games.

No, our definitions don’t differ. I’m suggesting an alternative and asking why you don’t agree, not telling you that my method is correct.

Animations are not really an “easier” route. The difference is that one requires the use of hard coded math and another is facilitated through objects and interfaced by a plugin - the overall process is still the same. Animation editor uses hard coded IK math to achieve the IK dragger and to set the CFrames of poses. All you have to do is move a dragger - which, for some, isn’t that easy. There’s a reason animator is a title on it’s own, but that’s off-topic so I won’t drag that point out.

Understanding IK beyond it’s use for for animations is fine, but the way in which your post is structured suggests that you seek it for animating (or at least that’s what I assume). I don’t assume “general purpose IK learning”. That’s why I suggested the animation editor’s IK dragger.

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