Inverse Kinematics AI (Final IK)

I’ve been trying to get a result for days now but I’m getting stuck, it’s not because of the flax itself. More on the logic I should use to have something similar to (Unity Final IK) where I want a character’s weapon to aim in the center and the (IK Bones) adjust to give a result where the parent bones follow the child bones. If you can contribute with an idea, that’s enough I’ll be very grateful!

[QUESTION] Is it possible to get this result using flax?

Have you thought about applying a joint type for this arrangement?
My thought here was
“Perhaps view it as, although they move together, one is weighted toward being the pivot while the other hinges with limit on a cone base.”

Been playing with the blend node types for a short time now myself.
My application of this would be instead with two handed sword orientations, bar or hand placement for lifting in play items. Recently got to a good place with ragdoll and realized there is joint type access in AnimGraph. Might be something cool there.

Edit: On second thought, it’s probably better to have the weapon be the driver and the hands follow mount points.

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Here are docs about IK in Flax: Inverse Kinematics | Flax Documentation

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