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* SkeletonModificationStack2D: Now has a strength of 1 by default * SkeletonModification2DLookAt: Removed useless argument in the clamp_angle function. * Added initial SkeletonModification2DCCDIK! * Works great! The code is mostly just a port of the 3D version. * Operates in a chain, like the 3D version. Fully supports angle constraints. * Doesn't work right now with rotating from the tip, so it only rotates from the joint right now. I will need to fix this though. * Because it is rotating from the joint, not the tip, it is really more like a chain of LookAt than CCDIK... * Added SkeletonModification2DCCDIK as a registered class. Moved SkeletonModification2D to a virtual class. TODO: make clamp_angle a generic function that can be used by all of the SkeletonModification2Ds and try and fix the CCDIK tip rotation issue.
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