invicticide

I see documentation (and a nice tutorial video) about how to use IK constraints in the Spine editor. However, in the runtime documentation I can't find any mention of IK whatsoever.

So, is it possible to animate an IK target at runtime? For example, using IK to have a jointed arm aim toward a point that I feed in from runtime code? Or is this something I'll need to do by manually orienting individual bones and iterating down the chain myself?
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invicticide
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Pharan

It's a real runtime IK target. The runtime docs just aren't super updated.

You just need to move the target bone and then make sure the skeleton updates its positions.

You can either move the target bone before the skeleton does its normal update, or do it afterward and tell the skeleton to update/calculate positions again.
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Pharan
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Mitch

viewtopic.php?f=8&t=2753

This example will go out soon.

In the meantime check out the Raptor Ground Constraint and Basic Platformer examples in the unity runtimes
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Mitch

Mitch
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Pharan

@mitch, he didn't say if he uses Unity or not.
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Pharan
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invicticide

I do use Unity. I'll take a look at those examples, thanks!
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invicticide
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Pharan

In that case, take a look at the SkeletonUtility.

If you have an IK target bone, you can use SkeletonUtility to override its position with a Unity Transform. (We have it much easier than people using other runtimes.)
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Pharan
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