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IkChain

in Lib.point.transform

FABRIK inverse kinematic on the GPU. While this operator is still experimental, it works pretty good. Suggestions and help needed. Use [Once] to initialize.

Input Parameters

Name (Relevancy & Type) Description
Points (BufferWithViews Required)
Tolerance (Single)
MaxIterations (Int32)
Reset (Boolean) Initialize the ik chain
Targets (BufferWithViews)
Influence (Single) Targets influence
PointsPerChain (Int32) Set this value for multiple inverse kinematic chains.
AngleConstraint (Int32)
MaxBendAngle (Single)
TargetRotation (Boolean) The last point get the rotation of its target.
DirectionBias (Vector3) The chain will bend towards this direction

Outputs

Name Type
OutBuffer T3.Core.DataTypes.BufferWithViews