3D Inverse Kinematics with LibGDX

Anything libgdx related goes here!

3D Inverse Kinematics with LibGDX

Postby ManiaLive » Mon May 06, 2019 8:22 am

Hi,

I would like to learn Inverse Kinematics and some other stuff about animations (like Physically-based animations or Motion Matching). I decided to choose libgdx since it encapsulates OpenGL. Though, the documentation does not seem to explain how we can play with the skeleton of an animated model. Let's imagine I imported a 3d animated model, how can I access the skeleton and move some bones here and there ?
ManiaLive
 
Posts: 3
Joined: Mon May 06, 2019 8:14 am

Re: 3D Inverse Kinematics with LibGDX

Postby shatterblast » Mon May 06, 2019 12:53 pm

You might try messing with Blender first. It allows you to access Inverse Kinematics with that software, animate your model's movements, and then transfer the data to LibGDX. Inverse Kinematics in Blender requires a rig, which can be obtained through the free Rigify add-on. Usually, you would want to make animation in a package designed for it. This applies to both 2D and 3D. OpenGL operates best by only displaying the results of your work.

https://www.blender.org/


Just as a warning, it can take a lot of learning. If Blender interests you, then sometimes you can find classes on Udemy for cheap. I recommend the following:

https://www.udemy.com/blendercharacters/
shatterblast
 
Posts: 441
Joined: Sun Jul 06, 2014 1:14 pm

Re: 3D Inverse Kinematics with LibGDX

Postby ManiaLive » Mon May 06, 2019 1:41 pm

Sorry but I was referring to real-time inverse kinematics. It is used in many games. For example, if a character climbs stairs, then the legs would bend and the foot would be placed nicely:
http://www.gamasutra.com/view/news/129168/Inverse_Kinematics_two_joints_for_foot_placement.php
ManiaLive
 
Posts: 3
Joined: Mon May 06, 2019 8:14 am


Return to Libgdx

Who is online

Users browsing this forum: MSN [Bot] and 1 guest

cron