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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