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#inversekinematics — Public Fediverse posts

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  1. fucking around #inversekinematics again.

    SG90 is not total crap, just not good enough for the arm

    #3dprinting #arduino"

  2. fucking around #inversekinematics again.

    SG90 is not total crap, just not good enough for the arm

    #3dprinting #arduino"

  3. fucking around #inversekinematics again.

    SG90 is not total crap, just not good enough for the arm

    #3dprinting #arduino"

  4. fucking around again.

    SG90 is not total crap, just not good enough for the arm

    "

  5. fucking around #inversekinematics again.

    SG90 is not total crap, just not good enough for the arm

    #3dprinting #arduino"

  6. My own personal wish-list for #Godot is:

    * An #inverseKinematics that's smooth and works in human shapes and insane alien shapes

    * A 360-Sterovision renderer.

    And my wishlist for #Monado is
    * Allow trackers to be tracked by Godot
    * Improve Gama-brightness? I dunno why it's so dark.
    * Don't require me to reboot in order to start properly in whatever crash conditions cause that every week or so.

    I think there's a very good chance those things will all be fixed before I'm anything like finished with my parts of my app.

  7. My own personal wish-list for #Godot is:

    * An #inverseKinematics that's smooth and works in human shapes and insane alien shapes

    * A 360-Sterovision renderer.

    And my wishlist for #Monado is
    * Allow trackers to be tracked by Godot
    * Improve Gama-brightness? I dunno why it's so dark.
    * Don't require me to reboot in order to start properly in whatever crash conditions cause that every week or so.

    I think there's a very good chance those things will all be fixed before I'm anything like finished with my parts of my app.

  8. My own personal wish-list for #Godot is:

    * An #inverseKinematics that's smooth and works in human shapes and insane alien shapes

    * A 360-Sterovision renderer.

    And my wishlist for #Monado is
    * Allow trackers to be tracked by Godot
    * Improve Gama-brightness? I dunno why it's so dark.
    * Don't require me to reboot in order to start properly in whatever crash conditions cause that every week or so.

    I think there's a very good chance those things will all be fixed before I'm anything like finished with my parts of my app.

  9. My own personal wish-list for #Godot is:

    * An #inverseKinematics that's smooth and works in human shapes and insane alien shapes

    * A 360-Sterovision renderer.

    And my wishlist for #Monado is
    * Allow trackers to be tracked by Godot
    * Improve Gama-brightness? I dunno why it's so dark.
    * Don't require me to reboot in order to start properly in whatever crash conditions cause that every week or so.

    I think there's a very good chance those things will all be fixed before I'm anything like finished with my parts of my app.

  10. My own personal wish-list for #Godot is:

    * An #inverseKinematics that's smooth and works in human shapes and insane alien shapes

    * A 360-Sterovision renderer.

    And my wishlist for #Monado is
    * Allow trackers to be tracked by Godot
    * Improve Gama-brightness? I dunno why it's so dark.
    * Don't require me to reboot in order to start properly in whatever crash conditions cause that every week or so.

    I think there's a very good chance those things will all be fixed before I'm anything like finished with my parts of my app.

  11. Another thing I need is called "inverse kinematics". When puppetting the characters the controllers/trackers report their position to my code, but then how does that translate in the rotation of the arm and leg bones?

    Godot3 had some kind of IK system built in, but Godot4 seems to have broken it, with a new better system expected at some point, but not yet.

    I would never be able to work these things out at all without the help of all the other people who have already done it and left notes, but our shoddy attempt it that we're using until the proper Godot one comes is here:

    https://github.com/revpriest/godotIK

    It is limited to two bones, which is okay for arms and legs but not really working great for the backbone which could use 3 or even 4 really. Hopefully the real Godot one when that comes will be more flexible and I can junk this later.

    #gamedev #animation #godot #inverseKinematics

  12. Another thing I need is called "inverse kinematics". When puppetting the characters the controllers/trackers report their position to my code, but then how does that translate in the rotation of the arm and leg bones?

    Godot3 had some kind of IK system built in, but Godot4 seems to have broken it, with a new better system expected at some point, but not yet.

    I would never be able to work these things out at all without the help of all the other people who have already done it and left notes, but our shoddy attempt it that we're using until the proper Godot one comes is here:

    https://github.com/revpriest/godotIK

    It is limited to two bones, which is okay for arms and legs but not really working great for the backbone which could use 3 or even 4 really. Hopefully the real Godot one when that comes will be more flexible and I can junk this later.

    #gamedev #animation #godot #inverseKinematics

  13. Another thing I need is called "inverse kinematics". When puppetting the characters the controllers/trackers report their position to my code, but then how does that translate in the rotation of the arm and leg bones?

    Godot3 had some kind of IK system built in, but Godot4 seems to have broken it, with a new better system expected at some point, but not yet.

    I would never be able to work these things out at all without the help of all the other people who have already done it and left notes, but our shoddy attempt it that we're using until the proper Godot one comes is here:

    https://github.com/revpriest/godotIK

    It is limited to two bones, which is okay for arms and legs but not really working great for the backbone which could use 3 or even 4 really. Hopefully the real Godot one when that comes will be more flexible and I can junk this later.

    #gamedev #animation #godot #inverseKinematics

  14. Another thing I need is called "inverse kinematics". When puppetting the characters the controllers/trackers report their position to my code, but then how does that translate in the rotation of the arm and leg bones?

    Godot3 had some kind of IK system built in, but Godot4 seems to have broken it, with a new better system expected at some point, but not yet.

    I would never be able to work these things out at all without the help of all the other people who have already done it and left notes, but our shoddy attempt it that we're using until the proper Godot one comes is here:

    https://github.com/revpriest/godotIK

    It is limited to two bones, which is okay for arms and legs but not really working great for the backbone which could use 3 or even 4 really. Hopefully the real Godot one when that comes will be more flexible and I can junk this later.

    #gamedev #animation #godot #inverseKinematics

  15. Another thing I need is called "inverse kinematics". When puppetting the characters the controllers/trackers report their position to my code, but then how does that translate in the rotation of the arm and leg bones?

    Godot3 had some kind of IK system built in, but Godot4 seems to have broken it, with a new better system expected at some point, but not yet.

    I would never be able to work these things out at all without the help of all the other people who have already done it and left notes, but our shoddy attempt it that we're using until the proper Godot one comes is here:

    https://github.com/revpriest/godotIK

    It is limited to two bones, which is okay for arms and legs but not really working great for the backbone which could use 3 or even 4 really. Hopefully the real Godot one when that comes will be more flexible and I can junk this later.

    #gamedev #animation #godot #inverseKinematics

  16. Playing around with some #inversekinematics

    Here, the #robot was meant to keep the end-effector in the same place, while changing the joint angles to right the flying base.

    Seems to work well enough!

    #robot #robotics #kinematics #drone #quadcopter #motionplanning

  17. #EngineeringProfessorQuiz #InverseKinematics @BlkInEngineerng @BlackInRobotics #NoireSTEMinist #MySTEMIsForTheStreets.
    My robot starts out at 0,0 facing down the positive x-axis. It ends up at 1ft, 1ft. How did it get there? There are many correct answers to this one. #BlackTWitter #BlackFediverse #BlackMastodon

  18. #EngineeringProfessorQuiz #InverseKinematics @BlkInEngineerng @BlackInRobotics #NoireSTEMinist #MySTEMIsForTheStreets.
    My robot starts out at 0,0 facing down the positive x-axis. It ends up at 1ft, 1ft. How did it get there? There are many correct answers to this one. #BlackTWitter #BlackFediverse #BlackMastodon

  19. #EngineeringProfessorQuiz #InverseKinematics @BlkInEngineerng @BlackInRobotics #NoireSTEMinist #MySTEMIsForTheStreets.
    My robot starts out at 0,0 facing down the positive x-axis. It ends up at 1ft, 1ft. How did it get there? There are many correct answers to this one. #BlackTWitter #BlackFediverse #BlackMastodon

  20. #EngineeringProfessorQuiz #InverseKinematics @BlkInEngineerng @BlackInRobotics #NoireSTEMinist #MySTEMIsForTheStreets.
    My robot starts out at 0,0 facing down the positive x-axis. It ends up at 1ft, 1ft. How did it get there? There are many correct answers to this one. #BlackTWitter #BlackFediverse #BlackMastodon

  21. #EngineeringProfessorQuiz #InverseKinematics @BlkInEngineerng @BlackInRobotics #NoireSTEMinist #MySTEMIsForTheStreets.
    My robot starts out at 0,0 facing down the positive x-axis. It ends up at 1ft, 1ft. How did it get there? There are many correct answers to this one. #BlackTWitter #BlackFediverse #BlackMastodon

  22. Today I spent some time getting used to inverse kinematics. The hardest part was getting the arms not to poke into the icosahedron.

    Will I use this? Not as-is, certainly. It strikes me as an inefficient way to transport items. However, with a couple tweaks it could be useful to hold items in midair. I'll definitely revisit the concept.

    #Blender3D #InverseKinematics #Animation #Sketch #SketchADay #Run3

  23. Today I spent some time getting used to inverse kinematics. The hardest part was getting the arms not to poke into the icosahedron.

    Will I use this? Not as-is, certainly. It strikes me as an inefficient way to transport items. However, with a couple tweaks it could be useful to hold items in midair. I'll definitely revisit the concept.

    #Blender3D #InverseKinematics #Animation #Sketch #SketchADay #Run3

  24. Today I spent some time getting used to inverse kinematics. The hardest part was getting the arms not to poke into the icosahedron.

    Will I use this? Not as-is, certainly. It strikes me as an inefficient way to transport items. However, with a couple tweaks it could be useful to hold items in midair. I'll definitely revisit the concept.

    #Blender3D #InverseKinematics #Animation #Sketch #SketchADay #Run3

  25. And if you are keen on trying some of those techniques yourself, I wrote extensively about procedural animations.

    This tutorial series I wrote back in 2017 was highly inspired by Rain World and is perfect for anyone keen to start with inverse kinematics!

    #rainworld #slugcat #ai #gamedev #games #madewithunity #ik #inversekinematics #proceduralanimation #procgen

    alanzucconi.com/2017/04/17/pro

  26. And if you are keen on trying some of those techniques yourself, I wrote extensively about procedural animations.

    This tutorial series I wrote back in 2017 was highly inspired by Rain World and is perfect for anyone keen to start with inverse kinematics!

    #rainworld #slugcat #ai #gamedev #games #madewithunity #ik #inversekinematics #proceduralanimation #procgen

    alanzucconi.com/2017/04/17/pro

  27. And if you are keen on trying some of those techniques yourself, I wrote extensively about procedural animations.

    This tutorial series I wrote back in 2017 was highly inspired by Rain World and is perfect for anyone keen to start with inverse kinematics!

    #rainworld #slugcat #ai #gamedev #games #madewithunity #ik #inversekinematics #proceduralanimation #procgen

    alanzucconi.com/2017/04/17/pro

  28. And if you are keen on trying some of those techniques yourself, I wrote extensively about procedural animations.

    This tutorial series I wrote back in 2017 was highly inspired by Rain World and is perfect for anyone keen to start with inverse kinematics!

    #rainworld #slugcat #ai #gamedev #games #madewithunity #ik #inversekinematics #proceduralanimation #procgen

    alanzucconi.com/2017/04/17/pro

  29. And if you are keen on trying some of those techniques yourself, I wrote extensively about procedural animations.

    This tutorial series I wrote back in 2017 was highly inspired by Rain World and is perfect for anyone keen to start with inverse kinematics!

    #rainworld #slugcat #ai #gamedev #games #madewithunity #ik #inversekinematics #proceduralanimation #procgen

    alanzucconi.com/2017/04/17/pro

  30. Getting Started With Geometric Algebra For Robotics, Computer Vision And More - [Hugo Hadfield] wrote to let us know about an intriguing series of talks that took place in Februa... - hackaday.com/2020/10/06/gettin #inversekinematics #geometricalgebra #vectoralgebra #robotshacks #science

  31. Industrial Robot Given New Life and Controller - We all think we could use a third arm from time to time, but when we actually play this thought ex... more: hackaday.com/2020/04/08/indust #inversekinematics #reverseengineer #robotshacks #industrial #python #robot #arm