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IK Seeker (Physics Behavior)
Summary
Specifies the parent object as the end of an Inverse Kinematics chain which will seek an IK target.
Category
Latest Behaviors
Author
Gavin Kistner
Difficulty
(Reference)
Time to Complete
5 Minutes
Downloads
Click Here
to download the associated files.
(This document covers version 1.2.5 of the 'IK Seeker' behavior, current as of 2005-Feb-11)
Description
Attaching this behavior to an object specifies that parent as the ‘end’ of the IK chain of bones. When the
Start Seeking
action is called for this behavior (which occurs of the
Start Immediately?
property is checked), the bones will rotate and move (as set by the limit of each bone) to get the parent of this behavior as close as possible to the specified
IK Target
object.
The parent of the parent of this object must have an
IK Bone
behavior attached to it, or this behavior will do nothing.
Because of the brute-force nature of the
IK
Bone behavior, you should be sure to have this behavior on only when necessary. Once this behavior is started, each bone will be ‘run’ every frame, even if the parent of this behavior is exactly on top of the Target and no bones appear to be moving. Use the
Stop Seeking
action on this behavior to turn it off when not needed.
See the sample presentation for an example of how to set up an IK chain.
Basic Properties
IK Target
The target object that the IK chain should seek.
Start Immediately?
Start seeking the IK Target immediately, or wait for the 'Start Seeking' action to be called?
Advanced Properties
'Found' Distance
Fire the 'Found Target' event when the parent gets closer than this value to the IK Target.
Actions
Start Seeking
Start moving/rotating the IK Bones to move the parent towards the IK Target.
Stop Seeking
Stop chasing the IK Target.
Events
Found Target
Fires when the parent object reaches the IK Target.
Demonstration
View Demonstration Project
Download Project File
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