iddevnet/doom3/walkik.html

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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title">&nbsp;&nbsp; Making DOOM 3 Mods : Walk IK</td></tr>
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Walk Inverse Kinematics makes feet stay on the floor, even when walking along uneven terrain.
<p>
The IK animation controller for a walking character
can be enabled with key/value pairs in the entityDef.
</p><p>
</p><table class="datatable">
<tbody><tr><td class="nobr">ik_numLegs &lt;num&gt;</td><td>Sets the number of legs</td>
</tr><tr><td class="nobr">ik_minWaistFloorDist &lt;game units&gt;</td><td>
Sets the minimum distance of the waist to the ground.<br>
This minimum distance is usually only used for crawling creatures
like the trite. If not required do NOT use the key/value pair or
set it to zero to save CPU.</td>
</tr><tr><td class="nobr">ik_minWaistAnkleDist &lt;game units&gt;</td><td>
Sets the minimum distance of the waist to one of the ankles.<br>
This minimum distance makes sure the waist is always a certain
distance above the ankles.</td>
</tr><tr><td class="nobr">ik_footSize &lt;game units&gt;</td><td>
Sets the size of a foot<br>
A square of the given size is used to find the height of the floor
below a foot. If set to zero a single point is used which is
considerably cheaper and used for instance for the trite.</td>
</tr><tr><td class="nobr">ik_waist &lt;jointName&gt;</td><td rowspan="6">
Sets the joints used for the walk IK.<br>
Where &lt;X&gt; is the leg number starting at 1. So a biped uses 1 and 2,
and the trite uses 1 up to 6.
<p>
The ik_foot joint specifies the location at which the floor height
is sampled.
</p><p>
The two bones modified by the walk IK go from ik_hip to ik_knee and
from ik_knee to ik_ankle.
</p><p>
The vector from the ik_knee joint to the ik_dir joint specifies
the direction the walk IK will bend knee.
</p></td>
</tr><tr><td class="nobr">ik_dir&lt;X&gt; &lt;jointName&gt;</td>
</tr><tr><td class="nobr">ik_hip&lt;X&gt; &lt;jointName&gt;</td>
</tr><tr><td class="nobr">ik_knee&lt;X&gt; &lt;jointName&gt;</td>
</tr><tr><td class="nobr">ik_ankle&lt;X&gt; &lt;jointName&gt;</td>
</tr><tr><td class="nobr">ik_foot&lt;X&gt; &lt;jointName&gt;</td>
</tr><tr><td class="nobr">ik_waist &lt;jointName&gt;</td><td>
The ik_waist joint is used to shift the whole upper body up and
down based on how far the feet are moved up and down and how far
the knees are bent.</td>
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<div class="subsection">Example</div>
<pre class="code">entityDef monster_demon_imp {
"inherit" "monster_default"
"scriptobject" "monster_demon_imp"
"model" "monster_demon_imp"
"ragdoll" "monster_demon_imp"
...
"ik_numLegs" "2"
"ik_footSize" "4"
"ik_waist" "Body"
"ik_hip1" "Lupleg"
"ik_hip2" "Rupleg"
"ik_knee1" "Lloleg"
"ik_knee2" "Rloleg"
"ik_ankle1" "Lankle_r"
"ik_ankle2" "Rankle_r"
"ik_dir1" "Lknee"
"ik_dir2" "Rknee"
"ik_foot1" "Lball_r"
"ik_foot2" "Rball_r"
...
}
</pre>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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