R6 Inverse Kinematics

hey there,

currently im trying to learn inverse kinematics as im working
on a fps game and i want to challenge myself by making r6
inverse kinematics for the players legs and other forms of movement.

how would i get round to making this style of inverse kinematics

thanks
xordium

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From what I know of Inverse Kinematics, you need at least two joints on the same limb. If a limb only has one joint (such as an R6 avatar), it cannot bend and thus you can’t really use inverse kinematics.

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ive seen it used previously, phantom forces as an example

I’ve made Inverse Kinematics for legs (kind of)
image
My approach was casting a ray every Heartbeat (you can lower its fps though), and based off ray Distance, change Leg’s Motor6D.C0, since animations only affect C1, it will always work with different kinds of animations. The same can be achieved for arms (to prevent weapon clipping) and basically everything.

Phantom forces uses procedural animation to make the legs stand where the ground is. Inverse kinematics is when you use programming to make a joint automatically bend to reach something close to the limb.

Most of the time though, procedural animation will use inverse kinematics to correctly position limbs, though since R6 only has one joint per limb, this isn’t the case.