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    [ANSWERED] Inverse kinematics using 3D player and Calc Angle 3D actors

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    • bonemap
      bonemap Izzy Guru @dritter last edited by bonemap

      @dritter said:

      Should I be concerned


      Hi Don,

      Considering the level of engagement you are working with using Isadora, it may be worthwhile considering making a request to join the beta testing group. As a beta tester you may be able to access additional resources associated with Isadora3 including the nodes in the download.

      @woland, is it feasible to suggest inviting Don into the beta program?

      Best wishes

      Russell 

      http://bonemap.com | Australia
      Izzy STD 4.2 | USB 3.6 | + Beta
      MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
      Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
      A range of deployable older Macs

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      • Woland
        Woland Tech Staff last edited by

        @bonemap said:

        is it feasible to suggest inviting Don into the beta program?

         Can do!
        @dritter 
        Please submit a new ticket using to link in my signature requesting to join the beta testing group and we can take it from there.
        (There's no cost associated with joining and we'll provide you with a temporary Isadora 3 license to test with for a few months.)

        TroikaTronix Technical Support
        New Support Ticket: https://support.troikatronix.com/support/tickets/new
        Support Policy: https://support.troikatronix.com/support/solutions/articles/13000064762
        Add-Ons: https://troikatronix.com/add-ons/ & https://troikatronix.com/add-ons/?u=woland
        Professional Services: https://support.troikatronix.com/support/solutions/articles/13000109444

        | Isadora Version: all of them | Mac Pro (Late 2013), macOS 10.14.6, 3.5GHz 6-core, 1TB SSD, 64GB RAM, Dual AMD FirePro D700s |

        D 1 Reply Last reply Reply Quote 1
        • mark
          mark @bonemap last edited by

          @bonemap said:

          Wow! I really don’t know what to say - except to express gratitude for your care and effort!

           It was a fun problem to solve. But, you're welcome. ;-)

          Media Artist & Creator of Isadora
          Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

          D 1 Reply Last reply Reply Quote 2
          • D
            dritter @Woland last edited by dritter

            @Woland 

            OK, I have submitted a ticket to join the beta group. thank you. 

            Izzy 2.6.1 USB | MBP (mid 2015) 2.8 GHz i7, 16GB, AMD Radeon R9 | OSX 10.11.6
            Corsair One, 3.7 GHz i7, 32GB, GTX1080 | Windows 10

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            • DusX
              DusX Tech Staff last edited by

              Mark, this is very cool.
              Three JS also includes physics and collision detection. It would be fun to take this further in this way.

              Troikatronix Technical Support

              • New Support Ticket Link: https://support.troikatronix.com/support/tickets/new
              • My Add-ons: https://troikatronix.com/add-ons/?u=dusx
              • Profession Services: https://support.troikatronix.com/support/solutions/articles/13000109444-professional-services

              Running: Win 11 64bit, i7, M.2 PCIe SSD's, 32gb DDR4, nVidia GTX 4070 | located in Ontario Canada.

              1 Reply Last reply Reply Quote 1
              • D
                dritter @mark last edited by dritter

                @mark

                Happy New Year Mark and many thanks for the IK patch. I was able to reconstruct it for Isadora 2.6.1 and it is working fine with a Kinect and NI-mate. So far I have built IK for the lower arms(elbow-hand) and lower foot(knee-foot), but I have some questions about the following JS code within 'Macro JS Quaternion Calc angle':

                // create v1 from the x1/y1/z1 arguments
                // this should be one point on a rigid body such as a hand
                     var v1 = new THREE.Vector3(arguments[0], arguments[1], arguments[2]);
                // print('v1 = ' + v1.x + ' ' + v1.y + ' ' + v1.z + '\n'); 
                // create v2 from the x2/y2/z2 arguments
                // this should be the second on the rigid body such as an elbow    
                       var v2 = new THREE.Vector3(arguments[3], arguments[4], arguments[5]);

                QUESTION 1: Is it correct that v1 is the end-effector(or target), and v2 is the rotating joint? I am asking because the IK works for the arm link when v1 is the hand's xyz coordinates and v2 is the elbow's coordinates, but for the foot link, the IK works when v1 is the knee's xyz coordinates and v2 is the foot's xyz coordinates.

                QUESTION 2: when the arm link is moved to vertical with the hand straight up, the link rotates 360 degrees around its Y axis(around the spine of the link). Is this normal, or perhaps I have made an error?

                QUESTION 3: see below for the orientation of my link. When this link is used for the left or right arm, the IK works correctly when +180 is added to the x rotation provided by the JS Quaternion Calc actor, but this modification is not needed when the link is used for the lower leg. Does this seem normal, or perhaps I have made an error?

                many, many thanks Mark,
                Don

                Izzy 2.6.1 USB | MBP (mid 2015) 2.8 GHz i7, 16GB, AMD Radeon R9 | OSX 10.11.6
                Corsair One, 3.7 GHz i7, 32GB, GTX1080 | Windows 10

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