My Hydra Ik Integration Progress...
Just thought I'd show my current progress with the hydra in my engine. The Ik is performed with a ghost Ik chain for positional limits for the PhysX actors and the constraints are done with simple joints. I use dynamic bodies for the upper arm and forarm and a kinematic body for the hands. the joints go (parent child) torso-> upper arm, Upper Arm -> forearm, hand -> forearm. pretty happy with the results. will use this as a reference to control the player character bodies so as to provide world more stable world collisions. the bending over is just interpolation based on the hydra going lower than arms at rest length and twisting as arms are closer to some child null points attached to the torso.
anyway here is a short video (sorry can't embed vimeo here)...
https://vimeo.com/78870388
anyway here is a short video (sorry can't embed vimeo here)...
https://vimeo.com/78870388
