Skip to main content
Up and Coming
October 31, 2013

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

    15 replies

    Up and Coming
    December 10, 2013
    Ech, ok... If you say so, I'll give it another shot. Maybe I'll just start Unity and play with it there, instead of checking out demos. Tuscany was just completely not what I expected, but maybe the computer or the stuff on my desk does something with the magnetic field or something.

    Anyway, sorry for offtopic! This IK setup is amazing :)
    Up and Coming
    December 10, 2013
    looks good, good integration, well done.
    get your game on ....
    Up and Coming
    January 2, 2014
    Just thought I'd post another video showing the progress of the Ik rig. Made some changes to the set up,
    but still have a few tweaks to make. spent the last week working on object interaction with a door. I tried
    about 5 different setup and finally came to what i found to be the best method to allow both control and visual fidelity.

    the rig now uses 3 hinge joint in the shoulder (for more control), another in the elbow and a spherical joint in the wrist.in order to prevent hand penetration through the wall i used character controllers, one for position and another
    for orientation and they guide the kinematic hand physx actor. the charactor controllers are guided by a combination
    of a ghost chain ik for position only (to keep within limits) and the orientation directly from the hydra. there are also some elbow guides to help keep elbow line up with the wrist movement.

    I had to add a hidden guide physx actor in the shape of an upside down triangle shape child of the chest so as
    to push the elbows down if the user twist the arms into a crazy position and forces the arms together. works quite well.
    either way if the arms get tangled the user just has to straighten the arms and they pop back. if they ever get permanently
    bent out of shape the user just has to recalibrate in which case the rig is destroyed and rebuilt giving a fresh rig to play with. I also found if the hydra hemispheres ever flip putting your arms into some crazy position that calibration can't fix, I just have to dock the hydras, pick them up again, then recalibrate and all is good again.

    I started work with object interaction. I spent the last week working on a opening a door. Now i know that sounds like a waste of time, but I tried about 5 different implementation until i got one i was happy with. and the mechanic is portable to all other objects the hands can interact with so the extra time put in was for a reason.

    the highlights of which, the control scheme only ever requires the user to use the triggers to interact with any object.
    based on trigger zones that are placed on the desired object the hand/arm interpolates to the desired offset and the hydras then control the object depending on it's type. the door for example only can be pushed forward or backward, but a weapon would move on all degrees of freedom based on one handed or two handed specifications.

    anyway just throwing as much info as i can out there that may be useful. Once i have the interaction down for the control types, which should now only take another month, I'll post a demo to see if the foundation is solid enough to move on to gameplay and would appreciate some feedback then if you have dx11 hardware and a razor hydra (mouse+keyboard and gamepad not supported - design choice as the game just doesn't have the same feel with them).

    anyway here is a video in action...

    https://vimeo.com/83199053

    NOTE: if watching the video in the rift be aware of the following...
    - the video was recorded @1920x1080 (nvidia shadow play seems to only support 1080p) so may cause eye strain
    - also unless you can match my head movemets you will most likeley get dizzy so probably best to just watch the video normally, or just take quick peeks through the rift.
    - quality is also not that great as i had to re-encode to reduce the video size.
    Up and Coming
    January 3, 2014
    Really really nice, shows that hydras deliver a lot if properly used n coded for them

    A+


    Cant wait for some weapon interaction where my arms are in the right place :)
    Backer "Have faith." -Palmer Luckey
    Up and Coming
    January 3, 2014
    "Frito" wrote:
    Really really nice, shows that hydras deliver a lot if properly used n coded for them

    A+


    Cant wait for some weapon interaction where my arms are in the right place :)


    thanks, couldn't agree more, glad I'm not the only one :D