Trouble with IK joint limitations #50
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Also, the joints in the snippet are configured with anchors at entity positions. Entity positions are at the center of the entity, not on the surface. You'll want to offset the anchor like in the When trying to check if a configuration is correct and to debug stability issues, try setting the
Really high iteration counts will be expensive, but it's only necessary as long as you're diagnosing issues. It can be configured for performance later.
The IKSwingLimit's the simplest and easiest. |
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IKDistanceJoint
tries to maintain the initial distance between points attached to each body. In the code provided, the attachment points are both specified to be at the same point, which means the distance constraint is targeting 0 distance. This won't work well; the constraint needs a valid axis to work on and targeting 0 distance pushes the constraint towards an unstable singularity. Use theIKBallSocketJoint
instead.Also, the joints in the snippet are configured with anchors at entity positions. Entity positions are at the center of the entity, not on the surface. You'll want to offset the anchor like in the
BuildRoboArmThing
sample from theInverseKinematicsTestDemo
.When trying to c…