SketchpunkLabs | WebGL2 : 135 : Quaternion Inverse Direction @SketchpunkLabs | Uploaded March 2020 | Updated October 2024, 6 days ago.
This is the first video in relation to IK Animation. Before dealing with IK stuff, I want to go through a few math ideas that I found to be important when trying to animate characters with IK. The first one i'm calling "Quaternion Inverse Direction", because I have no better name for it since I noticed this after a few failed attempts of IK animation. The main idea is to try to create a universal direction no matter what rotational orientation all your objects exist in.
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GitHub :: github.com/sketchpunk/FunWithWebGL2
Patreon :: patreon.com/sketchpunk
Twitter :: twitter.com/SketchpunkLabs
Tumblr :: sketchpunklabs.tumblr.com
Trello :: trello.com/b/zcTUPpFy/fun-with-webgl-20
This is the first video in relation to IK Animation. Before dealing with IK stuff, I want to go through a few math ideas that I found to be important when trying to animate characters with IK. The first one i'm calling "Quaternion Inverse Direction", because I have no better name for it since I noticed this after a few failed attempts of IK animation. The main idea is to try to create a universal direction no matter what rotational orientation all your objects exist in.
======================================================
GitHub :: github.com/sketchpunk/FunWithWebGL2
Patreon :: patreon.com/sketchpunk
Twitter :: twitter.com/SketchpunkLabs
Tumblr :: sketchpunklabs.tumblr.com
Trello :: trello.com/b/zcTUPpFy/fun-with-webgl-20