Godot 4 Inverse Kinematics

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hello everyone in this tutorial I'll be showing you inverse kinematics and get4 for this tutorial I'm using the ybot model for miimo it is pre-rigged however your own Rigg model will work just the same you can also upload your character to mixim and use its Auto rigging system I also suggest watching my fbx imported tutorial to import the model so now to create the inverse kinematic node we will select our skeleton I will add an ik skeleton 3D we will select our root bone since it is now connected to our skeleton we can access those bones so I will go ahead and select the left arm and for the tip I will select the left hand so it'll start at the shoulder and end at the hand now we will need to create a Target node so I'll just create a simple node 3D I'll just call this left arm Target and this is where our handbone will go to now we will select our skeleton ik we will assign that Target node that we just created and now we can drag it to where we would like it to go so let's put it up here and if I average my skeleton ik I press play ik you'll see the hand will automatically go to the Target and if we Press Play I and we go through interpolation you'll see that it will interpolate from where it started to where the target is and keep in mind that our Target nodes rotation also matters so to have the pal facing outwards we can simply go to our Target node set it to 90° and we will press play ik again and now it'll be facing outwards and it'll work just the same now to use this in game we will go and create a script on our skeleton ik in our ready function we will simply type start and then we'll go and create a animation player then we will create a new animation we'll just call it wave and here we'll add a new truck the property will be the skeleton ik type in interpolation we'll first set it to zero so right click insert key go to about 0.5 drag it to one insert a new key and drag it to one we'll set it back to zero set this to Loop we'll go ahead and take our animation player reference it in our script we'll just call it anim and type anom doplay wave and now if we go and press play you'll see that we will get a waving animation using inverse kinematics alternatively we can simply animate the position of our Target node to do so we will first set our interpolation to the maximum of one and then we will simply animate the position then we simply need to start that new animation and if we press play you'll see that we are moving our Target node and our hand is going right to it anyways guys if you have any questions or comments please leave them down below and don't forget to like And subscribe thank you
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Channel: Gwizz
Views: 7,959
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Length: 3min 17sec (197 seconds)
Published: Mon Oct 30 2023
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