Inverse Kinematic addon for Godot.
Here is a short video (without sound) showing how to use 3 of the inverse kinematics.
Main differences between Godot IK and this addon are:
- There is no Node like Skeleton2D to handle all bones.
- Why? I don't know... My plan is to wait the "need" for it.
- Inverse kinematics are not Resource, there is a Node for each IK.
- Download latest release
- Extract
addons
directory from ZIP - Move
addons
directory to your project directory- If your project already have an
addons
directory, copyaddons/la_ik
to your projectaddons
- If your project already have an
- Open Godot project
- Go to
Project > Project Settings... > Plugins
- You should be seeing LaIK plugin there, otherwise something was done wrong
- Check
Enable
in LaIK plugin - Restart Godot
Good:
- Scaling only one of the axis negatively works
Bad:
- Probably slower than Godot IK
- Written in GDScript
- Create Polygon2D to represent bone shapes
- Only contains logic of
- No integration with Godot default nodes
- Can't add skeleton to Polygon2D.skeleton
(11-dez-2023) After a long time reading Godot inverse kinematic and trying to fix (#83397, #83330, #81544, #81051, #81048), I started questioning myself if my changes were correct (comment).
So I started rewriting in GDScript to get a better knowledge of the logic! The difference is that I'm copying logic that makes sense to me and removing anything that I don't understand why exists (and writing my own logic).
This could be a bad decision, but rewriting will give me a better idea of the problems and solutions that others had.
- Godot.
- TwistedTwigleg for writing IK for Godot.
- Alan Zucconi for explaining Two Bones IK.
- Ryan Jucket for explaining CCDIK.
- Sean for explaining FABRIK.