Inverse Kinematics in Flash

Posted on July 19, 2006

Just launched a project for simyo that uses three inverse kinematic figures (if you don't speak German, just click two large orange buttons).

Inverse kinematics is the process of determining the parameters of a jointed flexible object in order to achieve a desired pose

The ik chain is uni-directional, which means you can only grab one end point of the chain (the left foot) to shake / throw them around. This has the added benefit of making the maths for restricting angles a lot simpler (although it still took two days to get the trigonometry right). This page was useful for the basic trig, but I ended up rewriting the constriction functions entirely. Here's a demo where you can play with the underlying skeleton and see the constraining angles.

(And no, it's not as slick as this or this.)



Comments (3)

Anonym said

File fla ???

Posted by: Anonym at November 27, 2006 08:43 PM .

bsn said

Hi NoName,

the .fla is a bit messy, I'm embarrased to say. I was thinking of writing a tutorial when I find the time... Just another one of those projects.

Tim

Posted by: bsn at December 2, 2006 09:17 AM .

Olsen said

Hi, i am very interested in your Work.
I am a flash animator a i wish to find one day an easy system that allow people like me to build animatable character with IK in Flash. If ever you need a test person for your tools, i am your man.

Olsen*

Posted by: Olsen at January 30, 2007 02:36 PM .