Incredibly interesting tutorial. There isn't such high quality tutorials teaching about kinematics for Unity. I already followed your AR Portal tutorial in the past. Get my best regards from Spain :-)
If the arm not follow the target, try to change the code in Joint.cs: FROM transform.Rotate(Vector3.up* angle); TO transform.Rotate(Vector3.forward * angle); It works for me :)
@@duramirez i don't have such a deep knowledge, is it important for the project and the mechanics? or just an unsignificant detail? i will be so appreciated if you enlighten me. you can give me keywords for the topic
@@abkadoo It is a good practice to Decouple from classes you have no control over, if you need to change the code to be Double instead of Float for example, you will need to create your own Vector3 class and chase after each call to Vector3 to change it, instead of just making a single change in the Property. It's up to you, it depends on the scope of the project and if you work with a team, etc. If you don't mind this kind of situations, then it's fine. ^^
8:26 I can't drag the "Joint2" object to the Inspector tab. Edit: After 2 hours, I realized, I should've attached the script to both joints, my field type being Joint.
The tutorial is very good, but since i'm more on the trying to understand side instead of replicating what you did it's a bit hard to understand cause you talk without any pause
hi thx for tutorial. but when i put this arm on a moving platform, it vibrates. target is out of stable with velocity. do you have any idea to solve it?
cheers for the great tutorial, this has allowed to me to make axis specific rotations for a robot arm, any idea on how to make it so that the last joint matches the orientation of the target?
Hallo, I tryed the process. My Arm can not straight forward point to the target and crunched with multiple Joint. I almost copied your script and don't know where is wrong...
In forward kinematics, you calculate the position of the end effector from the joint properties. In inverse kinematics, you calculate joint properties so that the end effector is positioned in a specific location, this is what the video is explaining.
Incredibly interesting tutorial. There isn't such high quality tutorials teaching about kinematics for Unity. I already followed your AR Portal tutorial in the past. Get my best regards from Spain :-)
If the arm not follow the target, try to change the code in Joint.cs:
FROM
transform.Rotate(Vector3.up* angle);
TO
transform.Rotate(Vector3.forward * angle);
It works for me :)
To keep the decoupled approach he used, make a property getter for those values float Up => Vector3.up and Forward => Vector3.forward.
;)
@@duramirez i don't have such a deep knowledge, is it important for the project and the mechanics? or just an unsignificant detail? i will be so appreciated if you enlighten me. you can give me keywords for the topic
@@abkadoo It is a good practice to Decouple from classes you have no control over, if you need to change the code to be Double instead of Float for example, you will need to create your own Vector3 class and chase after each call to Vector3 to change it, instead of just making a single change in the Property. It's up to you, it depends on the scope of the project and if you work with a team, etc. If you don't mind this kind of situations, then it's fine. ^^
@@duramirez thanks much buddy have a good day
nice tutorial - straight to the point, simple, yet very useful for noobs
8:26 I can't drag the "Joint2" object to the Inspector tab.
Edit: After 2 hours, I realized, I should've attached the script to both joints, my field type being Joint.
its not working for me either and I have it attached to both
very nice tutorial..using it I have created my own complex model
this is exactly what i needed thanks
i had to remove the line 28 : _joint.Rotate(-deltaTheta); to get it working, but sometimes, it buggs, it keeps rotating around
The tutorial is very good, but since i'm more on the trying to understand side instead of replicating what you did it's a bit hard to understand cause you talk without any pause
Loved it!!! THank you so much!!! Pretty usefulll!!!!
is it possible to use the same code but make each joint rotate differently?
Crazy.
Thank you!
idk wtf im doing wrong but everything falls into abys except the sphere
same
Found solution go to joint property then go to rigidbody tab and disable use gravity and enable is kinematic for both the joints
Thanks , but eventually i found the problem . So for everybody thats reading this in the future it works .
Hi I dont want to move ball away from the arm what to do?
hi thx for tutorial. but when i put this arm on a moving platform, it vibrates. target is out of stable with velocity. do you have any idea to solve it?
cheers for the great tutorial, this has allowed to me to make axis specific rotations for a robot arm, any idea on how to make it so that the last joint matches the orientation of the target?
Excellent tutorial! I subscribed. Is there a chance you could teach or guide us on how to apply constraints to the joints?
my model collapse whenever i apply this
can you help
Mine says this when Assets\Scripts\IKManager.cs(19,27): error CS0103: The name 'GetDistance' does not exist in the current context
He implements this function on 9:19
Hallo, I tryed the process. My Arm can not straight forward point to the target and crunched with multiple Joint. I almost copied your script and don't know where is wrong...
When rigidbody is created try blocking XYZ position and XYZ rotation in it.
ineed to know about ik on 3d project
I don't have a plan for now to make a 3D version but I will think about it.
@@Guidev Please create 3d version of this.
Does 3d version ever come out? Great tutorial. Really need 3d version!
did anyone get it for 3D?
@@Guidev i reaaly need to add pole to this do you know how an do that ?
What is the name of the tool used?
Hanzhen harmonic drive gear , strain wave reducer, robot joint , over 30 years experience
Is this working in 2D or 3D ? If the target is moved in multiple axis will this work?
only 2D sadly
Would be cool on 3d
i think it doesn't work properly in unity 2021
Hey ! I want to hear keyboard sound :(
This FK not IK, it calc from root to hand
In forward kinematics, you calculate the position of the end effector from the joint properties. In inverse kinematics, you calculate joint properties so that the end effector is positioned in a specific location, this is what the video is explaining.
i reaaly need to add pole to this do you know how an do that ?