But what exactly does they do?
ā¦its an inverse kinematics solver - you can see the gifs/videos to see what exactly it can do
I wish hereās a tutorial video of it, itās pretty confusing to use :S
Thatās really cool, nice job. I think you got this idea from this one dude who used inverse kinematics in unity and recreated it in roblox, now thatās cool.
Why did you cache a lot of the cframe and math lib functions is it really that hard to just write it?
Itās not about how hard it is to write, itās because of the way I script. I usually cache variables for simpler use, and faster scripting.
Is there a way to get it worked on the npc like battle droid?
Yes-- using the IKModule.new() function, you can create an IK class for an NPC.
Nice module, but I want, to ask, how did you make the soft movement, like Sourceās?
Iāve modified the code so it doesnāt do that for the arms. I even uploaded it as a free model. (With credits to this original forum post) You can find it here: Inverse Kinematics (R15) [Sprinting Included] - Roblox
Oh okay ty also it wonāt messed up the arms when use tools?
This may become obsolete in the future unless you update it, as I am currently working on a huge overhaul to separate the automatic leg cycling and fixing some issues that may come alongside it.
Hi, I have a quick question about how the module works.
I saw another video with similar code that went a bit more in-depth about a similar program, and inside both that video and inside the module you provided there are these lines of code
local theta1 = -math.acos((-(b * b) + (a * a) + (c * c)) / (2 * a * c)) -- gets the angle opposite b
local theta2 = math.acos(((b * b) - (a * a) + (c * c)) / (2 * b * c)) -- gets the angle opposite a
return plane, theta1 + halfpi, theta2 - theta1
I understand how these are gotten from the law of cosine, but if the triangle is like this:
Help.bmp (2.8 MB)
Shouldnāt you be trying to get theta and Omega (poorly drawn but itās the shoulder angle) instead of theta and gamma?
Basically, I would be really grateful how you use the angles at theta and gamma to determine the angles the roblox characterās shoulder and elbow need to be at.
Thanks in advance.
Sadly, I have no real understanding of how the moduleās math works, as seen in this quote:
This is only something Iāve made modular enough for easy accessibility of adding inverse kinematics into games, so I cannot help you.
Oof.
Thank you for your time anyway, Iām sure ill get great use out of this module nevertheless.
I usually just like to have a somewhat basic understanding of any program I use.
It wonāt, since the arms before I modified them were CFramed.
Works with any arm animations, hereās a video from a few months back that I have demonstrating it: Inverse Kinematics Test (Sprinting Included) [READ DESCRIPTION] - YouTube
I donāt quite understand how to use your module, I stopped at the example that you gave above, and I canāt understand anything else, please explain how to use it a little deeper.
I see that detach is a boolean but what exactly is its purpose? Is clamp making the limits for how much you can bend your joints?
Edit: I realized it literally means that my limbs detach to reach the position. The remaining question is ClampA and ClampB.