@SketchpunkLabs
  @SketchpunkLabs
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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WebGL2 : 135 : Quaternion Inverse DirectionOpen Xortex - Update 001000 : INTRO : WebGL 2 WebGPUWebGL2 : 070 : Simple Noise Texture GenerationWebGL2 : 074 : Voxel Ray IntersectionWebGL2 : 078 : Stamina WheelPrototyping Video Textures on CubeWebGL2 : 112 : Quaternion Hinge Constraint / LimitWebGL2 : 097 : ECS P1: Components and EntitiesWebGL2 : 113 : Quaternion Ball Constraint / Limit001 : A Triangle : WebGL 2 WebGPUWebGL2 : 111 : Quaternion Cone Constraint

WebGL2 : 135 : Quaternion Inverse Direction @SketchpunkLabs

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