I've got a 3D character, rigged. I can setup an IK skeleton target, move the target around and have the hand follow it just fine. I'm 3D raycasting to follow the mouse and moving the target to the mouse position. The hand/arm follows it without issue.

However I'd like to also have the hand move towards the target within the constraints of the rigged character when one of the other limbs is PinJointed to something. So if I had a cube with the left hand pinjointed to it and move the right hand target away from the cube the character would stretch as far as they could to try to "reach" the target. If I had the left hand pinjointed to a wall and moved the right hand target up, the characters hand would move toward the target lifting the character until such time as the IK skeleton of the character would be constrained from further movement by the left hand pinjoint.

I can pretty easily envision what I want but translating this into code is where I'm getting stuck.

Any ideas or suggestions?

  • xyz replied to this.

    Gary_HCG Not really clear what exact ik behavior you're after. Make a rig that does what you want in Blender and post a video of it in action.

      xyz Look at Now imagine the characters right hand is nailed in place. The left hand is following the IK target. This works fine however I want him to stretch, in rag doll fashion, towards the target even to the point of the character coming off the ground.

      I tried this in 2D with pinjoints and I can move the hand towards the mouse however the way pinjoints work is that the hand will separate away from the joint while still maintaining the "hinge". In otherwords stretching the joint. I don't want that so I thought perhaps a rigged character in 3D would prevent body parts from separating. I'm still having a heck of a time though in getting the hand to move (and lift the character if necessary) towards the target (within the constraints of the rig).

      Hopefully this makes it a bit clearer?

      • xyz replied to this.

        Gary_HCG Can you replicate/prototype the behavior in Blender?