You should change only one line of code in your EVP sea ice dynamics to get more linear kinematic features. To learn how, see new preprint from team https://t.co/3Kc13Qi4PW

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Day 15 of

In today's episode of "Why I Love Rigging" : Inverse Kinematics.

I've switched back to blender, as I didn't want to make the next Pixar movie in Maya. Blender FTW.

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somebody who's been coasting on vaguely instinctual proportion sensibilities: oh shit oh fuck

(i downloaded a bunch of human kinematic charts and i'm checking as i go that everything hits where it logically should because i have brain worms)

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You know, I'm quite impressed at how organic this rigs movement looks like
Whoever's behind blender's auto inverse kinematics did an amazing job

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Up next in the DCB BSP competition we have Callie Crawford ()! (I missed her title slide [sorry!!] but she is discussing kinematics of terrestrial walking in balitorid loaches!)

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Some devs: "We added raytracing, cloth physics, quadrantic vegetarian mapping, reversed inverted kinematics..."

Me:

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毎週火曜夜にやっているコーディングの回,今日はInverse Kinematicsをやってみた🐍

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me realizing I will probably have to relearn how to do kinematics and stuff in Blender

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musings related to my current research. In living archosaurs epiphyseal cartilages can extend limb bone length from between less than 1% to more than 10%! This has big implications for our modelling of joint kinematics and how we interpet plausible ranges of motion.

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Finally added leaning for body and inverse kinematics for legs, although with my camera angles it hard to see. But still adds more smooth for overall motion.

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i got aiming working with nott's crossbow! very satisfying accomplishment. used some nice inverse kinematics to keep her arms attached to the gun. just a couple more tweaks and this game is nearly done :)

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Not pictured: the KinematicBody2D feet they left behind

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Another brilliant kinematics paper by et al! Digitally assembling shows how wedge shaped sacral and posterior dorsal verts & elongate forelimbs aided in more vertical posturing and higher browsing. Great paper!

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Clara crazy Genius cosplayer~♥! yaay~ thank you those cools peeps who watched the entire process live, we had a lot fun talking about retro arcades, anime and neglected franchises, quite ride! lets do this again soon!~ https://t.co/X97Np7EnVD

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Inverse kinematics (because I do 3D)

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What's this? A new generation Model for VR? rigged with a P3rception Kinematics Skeleton?

Still in testing for compatibility with Mocap and all that good stuff, more a proof of concept than anything at the moment, but the body looks way more natural than... well... mine👀

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NEARLY fully rigged :0 - Only facial drivers now - Inverse Kinematics are a pain in the ass ngl.

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Excited to release our arm tracking toolbox (NCams: https://t.co/1n5UujyWNI)! It extends to any number of cameras and uses to calculate the kinematics from the triangulated points.
Developed with &

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Updating Tomo! He was a tad overdue. Tomo is a robot designed to help people, so I made him as friendly looking as I could. In its world, people don't take kind to robots, so he has to blend in a little.

repost, BUT! this time I added a logo.

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予め割っておいて互いに重なるようにコライダー仕込んでおく
→全部のIsKinematicを同時に外す
→物理演算任せで勝手に弾ける

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