https://manthrax.github.io/sbot/
LMB / RMB click on the joints to actuate them.
Well done !
I like the environment - very “atmospheric”.
Calculating self intersections in inverse kinematics…
You can get a really great visual understanding of this with the demos by @gkjohnson here… GitHub - gkjohnson/closed-chain-ik-js: A generalized inverse kinematics solver that supports closed chains for parallel kinematics systems, dynamic reconfiguration, and arbitrary joint configuration based on damped least squares error minimization techniques
@manthrax that’s a beautiful demo
… probably because my “inverse kinematics” are a giant hack of spheres placed along the “bones”, and brute force collided each frame.
There should be some joint you Can move that will unstick it…
thank yooouuuu!!!
…on the plus side the “simulation” runs in linear time with no substepping or integration.
https://manthrax.github.io/sbot/?debugCol=true&debugJoints=true
Debug view showing the joints and collision spheres:
In the non-debug mode:
https://manthrax.github.io/sbot/
You can also use the number keys to save/load different poses, and it will try to tween between them.
Shift+1 saves the current pose to the 1 key…
1 by itself tries to move the robot to that saved pose
1 - 9
Memory works fine, now it looks like a sketch for a promising game.
Unfortunately there is nothing around to catch and throw
And my hands are looking for a PS4 controller …
Just made the repo public if anyone wants to mess with it:
If you come across this article, you may also be interested in RobotSimulation
Some time ago, I also experimented with this, without going any deeper.
CustomCylinderAndSphereKnee
CustomCylinderAndKnee
All from the collection Collection of examples from discourse.threejs.org
verry nice… i dig the skinned one.
But it only works when moving in the xy plane. That was all I could achieve at the time.