There should be no issues with non-BEPUik constraints. The BEPUik auto rig, seen in the video, actually uses a couple default blender constraints.
>From what I can tell, Rigify would have to be significantly modified to use BEPUik. If blender had nodal rigging, it would be a lot easier for any rig to utilize the BEPUik solver. On Sun, May 25, 2014 at 6:23 PM, Daniel Salazar - patazstudio.com < [email protected]> wrote: > Interesting. How does this integrate with the default current IK > system and constraints? Could it work as an addition to current rigs > or do we have to design for this from scratch? Is it fully compatible > with all the constraints and have you tested with full available rigs > like Cessen's rigify? > > best regards, > > Daniel Salazar > patazstudio.com > > > On Sun, May 25, 2014 at 12:53 PM, Harrison Nordby > <[email protected]> wrote: > > Hi everyone, my name is Harrison Nordby. My brother, Ross, wrote > > BEPUphysics, an open source physics library for C#. > > http://www.bepuphysics.com/ > > > > We decided that blender was the best solution for creating our game's > > content. So, I integrated BEPUik (a full body inverse kinematics library) > > into my custom build of blender. > > https://www.youtube.com/watch?v=lG3uKYQTVj4 > > > > http://wiki.blender.org/index.php/User:Squashwell > > > > I've used a few sloppy hacks to get it situated. Even so, it does "work." > > > > Would the blender foundation be interested in something like this for > trunk? > > > > Are there plans to "node-ify" rigging? If so, I think it would be a good > > idea to wait until then to integrate BEPUik. My current implementation > > places BEPUik constraints on the constraint stack, but this isn't > analogous > > to how BEPUik constraints work. Conceptually, BEPUik constraints are > > evaluated simultaneously. > > > > Also, I've hard coded the solving order like this: > > Animation data -> Solve All bepuik constraints -> Solve other blender > > constraints > > > > This is an arbitrary ordering, and it "works" in most cases, however > there > > are places where it doesn't give as good effect as it could. A proper > > implementation of nodal rigging would give the user the ability to define > > these arbitrary relationships. > > > > There are a lot of other areas to discuss, but I'll leave it there for > now; > > thanks for your time. > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
