BABYLON.BoneIKController With GLTF Mesh

Not sure how the API is structured, but also not clear if absoluteRotationQuaternion uses .rotationQuaternion. If .rotationQuaternion is null, this would break

Makes sense but may I ask what none desired side effects the intermediate scale is having ? I am still confused of why not keeping it in as we do for the root node ?

Here is a tentative PR: Add IK support for linked transform nodes by sebavan · Pull Request #11017 · BabylonJS/Babylon.js · GitHub

Hey @Sebavan

Thanks to yours changes, for this post, I used the BoneIKController with GLB files, but the BoneLookController don’t work yet with GLB files. The change to be done are not similar with this one?

Adding @bghgary as I am wondering if the latest changes he did on skeleton for gltf might have regressed the IK changes with transform nodes ???

Do you have a playground I can investigate? What kind of issues are you having?

Hi @bghgary

Yeah, I did one BoneLookController | Babylon.js Playground (babylonjs.com)

In it you can see that BoneIKController is working with GLB file, but the BoneLookController do not.

But in the meantime I discovered that I can use just the LookAt() method of the bone TransformNode (uncomment line 77 and comment line 76) .

But the changes @sebavan did can’t be done in BoneLookController too?

Completely misunderstood, glad to know it works on IK :slight_smile: I ll have a look at the look controller

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Will be fixed by Bone look controller GLTF by sebavan · Pull Request #12162 · BabylonJS/Babylon.js · GitHub and this playground will be working: Babylon.js Playground

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Thanks @sebavan !