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Inverse kinematics implementation

Forum Overview >> Farming Simulator 19

CategoryFarming Simulator 19
Created29.10.2020 12:13


Tobiasz P. (riverside256) 29.10.2020 12:13
Hello everyone.

Currently I'm creating new modification for FS19 and I have the biggest problem - animation. I created IK chains in Blender to animate part of vehicle. I tried to export IK from Blender, but unfortunately Blender exporter doesn't support IK exporting. So I want to create IKChains manually.
I would like you to ask, how to implement custom inverse kinematics chains for vehicles? The Luadoc doesn't cover all aspects regarding IKChains. I want to create that because of animations (it might be easier for me to create those animations).

Also, could you provide the implementation for IKUtil class (I see, that there is a method called "loadIKChain" which is responsible for loading inverse kinematics data)? It doesn't appear in FS19 Luadoc. I want to know how those IK chains are loading.

Thank you for all answers.
riverside256

Bilbo Beutlin (BBeutlin) 29.10.2020 20:06
I don't know much about IKChains, but in general animations the direction is determined by either exchanging start and stop times or using the 'direction' attribute.

Tobiasz P. (riverside256) 30.10.2020 10:48
I know, that we could use movingTools from "cylindered" specialization, but this is a little bit complicated. I don't know how to use use referencePoints and referenceFrames correctly. Could you explain, how referencePoints and referenceFrames works?

Is there anybody else that have a knowledge about IKChains?

Thank you

Tobiasz P. (riverside256) 30.10.2020 13:09
I think, that Giants should provide IKUtil implementation in Luadoc. If so, I could understand, how to create IKChains

Tobiasz P. (riverside256) 30.10.2020 13:16
I think, that Giants should provide IKUtil implementation in Luadoc. If so, I could understand, how to create IKChains


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