mirror of
https://github.com/dhewm/iddevnet.git
synced 2024-11-24 13:21:46 +00:00
130 lines
4.9 KiB
HTML
130 lines
4.9 KiB
HTML
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
|
|||
|
<!-- saved from url=(0041)https://www.iddevnet.com/doom3/walkik.php -->
|
|||
|
<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
|
|||
|
<title>id.sdk [Walk IK]</title>
|
|||
|
<link rel="stylesheet" href="style.css">
|
|||
|
</head>
|
|||
|
|
|||
|
|
|||
|
<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
|
|||
|
|
|||
|
<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
|
|||
|
<tr>
|
|||
|
<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
|
|||
|
<td style="background: url(images/tile.gif)">
|
|||
|
<table border=0 cellpadding=0 cellspacing=0 width=600>
|
|||
|
<tr>
|
|||
|
<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
|
|||
|
<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
|
|||
|
</tr>
|
|||
|
<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
|
|||
|
<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Walk IK</td></tr>
|
|||
|
<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
|
|||
|
</table>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
|
|||
|
<tr>
|
|||
|
<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
|
|||
|
<div class="leftMenu">
|
|||
|
<script src="menu.js"></script>
|
|||
|
</div>
|
|||
|
</td>
|
|||
|
<td class="mainContent">
|
|||
|
|
|||
|
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 <num></td><td>Sets the number of legs</td>
|
|||
|
</tr><tr><td class="nobr">ik_minWaistFloorDist <game units></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 <game units></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 <game units></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 <jointName></td><td rowspan="6">
|
|||
|
Sets the joints used for the walk IK.<br>
|
|||
|
Where <X> 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<X> <jointName></td>
|
|||
|
</tr><tr><td class="nobr">ik_hip<X> <jointName></td>
|
|||
|
</tr><tr><td class="nobr">ik_knee<X> <jointName></td>
|
|||
|
</tr><tr><td class="nobr">ik_ankle<X> <jointName></td>
|
|||
|
</tr><tr><td class="nobr">ik_foot<X> <jointName></td>
|
|||
|
</tr><tr><td class="nobr">ik_waist <jointName></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>
|
|||
|
</tr></tbody></table>
|
|||
|
|
|||
|
<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>
|
|||
|
|
|||
|
<br>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
|
|||
|
</tr>
|
|||
|
</tbody></table>
|
|||
|
|
|||
|
<table border="0" cellpadding="0" cellspacing="0" width="770">
|
|||
|
<tbody><tr>
|
|||
|
<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
|
|||
|
</tr>
|
|||
|
</tbody></table>
|
|||
|
|
|||
|
|
|||
|
</body></html>
|