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.
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