The mysteries of the animation_movebone, where Bone IK is the star

@Aryoksini “beaucoup d’eau a coulé sous les ponts” since I tested this example “movebone” for the first time.
This example is perfect for what it allows us to test in a first approach.

The problem for me was to spend more time mastering the armature in Blender, especially the orientation of the bones and how to apply correctly the meshes, i.e. with a good orientation too and a good procedure.
Then there was the necessity to master the link between the animation, the Rest state and the way an Inverse Kinematic (IK) is using those available data in Armory.

If you want to then get a correct results for your animation, I can only advise you to code your own IK with your own constraint management (which does not yet exists today).

This could be the subject of an interesting tutorial for advanced users, but before it could be preferable for you to wait the Armory release 0.6 to discover if Lubos made some evolution in this domain of IK, as he said us working hard on it to improve.
see here

3 Likes