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Generic kinematic chains support in MORSE is sub-optimal #382
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Minutes of a talk with [mysterious participant] on the #blendercoders IRC channel:
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Input from Jeremy Davidson, main robot rigger on the Tears of Steel project:
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The following stuff on blenderartists may be interesting for this issue http://blenderartists.org/forum/showthread.php?306246-Dynamic-ragdoll-posing-v0-6 |
This was referenced Jan 13, 2014
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Despite large work done in #231, armatures (Blender name for kinematic chains) support in MORSE is sub-optimal.
This meta-bug tracks the issues and progresses made to improve it.
Amongst the open-issues:
creating armatures remains tricky. Doc could be improved. -> cf comment with updated doc belowBlender has also the concept of Rigid Body Constraints that looks nicer to use, but it is not plugged with IK solvers.Blender armatures do not support 0-length joints, which is an issue when several DoF have the same origin-> can be workarounded by modeling a multi-DoF joint + adding constraint (Limit rotation
) to the meshes when necessary, but...Armatures do not support pure translation. They only have a concept of 'streching' that scales the bone (and hence the attached meshes)-> can be workarounded by adding constraint (Limit scaling
) to the mesh.Access the IK is not yet exposed in MORSEFixed in IK targets creation and control for MORSE armatures #460.The text was updated successfully, but these errors were encountered: