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everything-will-be-ik's Introduction

Everything-WIll-Be-IK

'Everything Will Be IK' is a robust Inverse Kinematics library.

See here for a demo: https://youtu.be/y_o34kOx_FA

It relies on a novel (I'm still writing an explainer) highly stable generalization of CCD.

Features:

  • Position AND orientation targets (6-DOF).
  • Highly stable.
  • Multiple end-effector support
  • Intermediary effector support.
  • Dampening (stiffness control).
  • Target weight/priority (per target, per degree of freedom).
  • Highly versatile 3-DOF constraints with arbitrarily shaped orientation regions.
  • "Soft" constraint support, allowing joints to meet the target in the least uncomfortable way.

The code is quite fast and suitable for realtime use in most graphics applications. A fully constrained humanoid torso effectored at the hips, hands and head (simultaneously trying to reach all four corresponding targets in position and orientation) will solve in well under a millisecond (roughly 0.2 milliseconds on an 8 year old mid-level consumer grade CPU). But further optimizations are likely still possible with data-structure tweaks.

Please let me know if you find bugs you can't fix. Please commit back changes for any bugs you do fix.



DISCLAIMER: This code was intended primarily for graphics applications and has not been thoroughly tested for use in robotics. Until this disclaimer disappears (or you have independently verified it is suitable for your purposes) please do not use this code to command any servos that can put out enough torque to cause damage to people, property, or other components in your build.

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everything-will-be-ik's Issues

please add a convenient means to get joint angles after solving IK

Currently, an additional rotation calculation step is needed to get joint angles after solving for IK. Since the purpose of IK is to find joint parameters that provide a given end effector position, it is my opinion that an IK library should provide a means to get the joint angle. In this case, something like double bone.getXAngleRadians(), bone.getYAngleRadians(), bone.getZAngleRadians() or a single method like double[] bone.getXYZAnglesRadians() would be nice to have.

Missing license blurbs

I'm interested in adapting ewbIK for .NET, but some files (e.g. AbstractKusudama.java) are missing the license blurb. How should I handle attribution in those cases?

not really usable

It's too bad the underlying Java implementation is dependent on classes like pseudoScene.DVector. As far as I can tell, none of this code will work outside of sketchbook. Are you planning to release the source and make it standalone Java?

removeBoneFromList - potential error

Hi,

I ported the project to C#/Unity, it seems to run correctly, albeit very slow (around 5-6FPS if solving every frame, on a high-end laptop).

One line I had to comment out is in bold below:

public void removeFromBoneList(AbstractBone abstractBone) {
if(bones.contains(abstractBone)) {
bones.remove(abstractBone);
boneMap.remove(abstractBone);
}
}

Is this line correct? It appears to be attempting to move an element from a HashMap by value not key, which I presume will not do anything? I do very little Java, so I maybe missing something.

Out of interest, what sort of performance would you expect to get when solving every frame (I have been trying ConstraintExample_Kusudama and SimpleExample as my tests). I don't know if performance issues have been introduced in the Java -> C# process, or whether this library is meant more for offline calculations than runtime (using it for things like working out where a human skeleton is based on three pieces of tracking data for head and both hands).

[TRACKER] Port to C++ for Godot Engine

I'm trying to scope out what needs to be ported for the C++ game engine Godot Engine.

  • Port C#? Java to C++
  • Make a visualizer for kusudama constraints

The goal is to have realistic IK tracking given three sensors (head-mounted display, two trackers) and at least 3 - 10 VR tracker sensor positions.

My peers had some concerns about FABRIK's unnaturalness around the bending of the elbows, given only three sensor points.

The plan currently is to have analytic solvers for the IK system, but it doesn't have sound theory behind it.

#5 mentioned some calibration needed for scaling the body. We could use a "T" or "A" pose for doing that. Other systems like VRCHAT or HI FIDELITY used the height of the head-mounted display and the hips to give a possible scale. Scaled avatars like huge persons or small persons are a problem.

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