Thanks Jorrit,

I've taken a look at the source code. I see the plgmeshanim project
(I'm using VC8). I'm asuming that's what you mean. Although I wonder
whether plgmeshskelanim2 would be more appropriate. This actually
links an animated skeleton to the mesh, and it would be easier to do
IK on a skeleton (instead of just a mesh).

I guess my idea would be along this line:
- The calling function would set various constraints, which is
basically the desired ending location of various points of the body.
- The calling function will also set which body parts / bones are
allowed to move, and which
bones must remain in the same spot/same rotation
- I propose using the CCD method for IK. This method is pretty quick,
and would allow for quick/real time calculation of IK
- The result of the function would be a series of steps (perhaps a
script that meshanim can run).
- The CCD method would be created as a standard function. Perhaps in
the future other IK methods can be added, and  therefore calling
functions would be able to choose the IK calculator that they want.

Let me know if this sounds like something that CS will need

btw. I'm sorry I'm writing this here. I actually looked for the
crystal-develop list. However all I can find is the crystal-main list.
Is there a separate development list or is it in one? can anyone give
me a link to subscribe to the develop list?

On Thu, Mar 26, 2009 at 4:53 AM, Jorrit Tyberghein
<[email protected]> wrote:
> We don't have IK yet so adding this might be a good project. I
> recommend you take a look at the Crystal Space 1.9 source code and
> look at the animesh plugin. This is our best skeletal animated mesh
> and if you want to add IK it should be to that or at least work with
> that.
>
> Greetings,
>
> On Tue, Mar 24, 2009 at 3:13 PM, Reza Ferrydiansyah <[email protected]> 
> wrote:
>> Hi all,
>>
>> My name is Reza. I am a computer science graduate student currently
>> doing research on graphics and animation. I'm interested in doing the
>> GSOC for crystal space. I've taken a look at your ideas list, and i've
>> also downloaded the svn copy of the Crystal Space code and taken a
>> look at the documentation.
>>
>> Anyway, I'm interested in doing the Inverse Kinematics. I realize that
>> this idea is actually placed on your 07 list (previous years ideas). I
>> was wondering whether you already have that in place yet? I've looked
>> at the code and I see that you do have support for skeletal animation.
>> But I haven't found anything for inverse kinematics. If it's already
>> there, can someone point me to the right direction?
>>
>> If there is no IK implementation yet, what I'd like to do is create
>> one based on the existing skeletal code. Basically,  a set of
>> functions would be for entering the various constraints. I would also
>> have function that would calculate a set of keyframes that would take
>> a current skeleton at a certain position to one that meets such
>> constraints.
>>
>> Please let me know if this is a feasible idea. Or if it's already
>> done. Or if it's too simple. Or other critiques.
>> Thanks for your help
>>
>> --
>> Reza Ferrydiansyah
>> http://www.mapdaze.com
>>
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>
>
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
> https://sourceforge.net/donate/index.php?group_id=649
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>
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-- 
--
Reza Ferrydiansyah
http://www.informatika.org/~reza
http://reza.ferrydiansyah.com
http://www.mapdaze.com

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