Computes the transform for two bones using inverse kinematics.
Target is Kismet Animation Library
X0
Y 0
Z 0
X0
Y 0
Z 0
X0
Y 0
Z 0
X0
Y 0
Z 0
X0
Y 0
Z 0
1.0
1.2
X0
Y 0
Z 0
X0
Y 0
Z 0
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Root Pos
Vector (by ref)
|
The input root position of the two bone chain |
|
Joint Pos
Vector (by ref)
|
The input center (elbow) position of the two bone chain |
|
End Pos
Vector (by ref)
|
The input end (wrist) position of the two bone chain |
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Joint Target
Vector (by ref)
|
The IK target for the write to reach |
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Effector
Vector (by ref)
|
The position of the target effector for the IK Chain. |
|
Allow Stretching
Boolean
|
If set to true the bones are allowed to stretch |
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Start Stretch Ratio
Float
|
The ratio at which the bones should start to stretch. The higher the value, the later the stretching wil start. |
|
Max Stretch Scale
Float
|
The maximum multiplier for the stretch to reach. |
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Out Joint Pos
Vector
|
The resulting position for the center (elbow) |
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Out End Pos
Vector
|
The resulting position for the end (wrist) |