Unity Inverse Kinematics - Arm Animation - Part 1/2

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  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 45

  • @fp3679
    @fp3679 4 ปีที่แล้ว +9

    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 :-)

  • @H.K.W
    @H.K.W 3 ปีที่แล้ว +7

    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
      @duramirez 3 ปีที่แล้ว

      To keep the decoupled approach he used, make a property getter for those values float Up => Vector3.up and Forward => Vector3.forward.
      ;)

    • @abkadoo
      @abkadoo 2 ปีที่แล้ว

      ​@@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

    • @duramirez
      @duramirez 2 ปีที่แล้ว

      @@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. ^^

    • @abkadoo
      @abkadoo 2 ปีที่แล้ว +1

      @@duramirez thanks much buddy have a good day

  • @Rami7605
    @Rami7605 5 หลายเดือนก่อน

    nice tutorial - straight to the point, simple, yet very useful for noobs

  • @promybro1275
    @promybro1275 3 ปีที่แล้ว +6

    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.

    • @eopask
      @eopask 2 ปีที่แล้ว +1

      its not working for me either and I have it attached to both

  • @ritzsaikia809
    @ritzsaikia809 3 ปีที่แล้ว

    very nice tutorial..using it I have created my own complex model

  • @puddle.studios
    @puddle.studios 2 ปีที่แล้ว

    this is exactly what i needed thanks

  • @glimpsygames2734
    @glimpsygames2734 ปีที่แล้ว

    i had to remove the line 28 : _joint.Rotate(-deltaTheta); to get it working, but sometimes, it buggs, it keeps rotating around

  • @Archi0fficial
    @Archi0fficial ปีที่แล้ว

    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

  • @inteligenciamilgrau
    @inteligenciamilgrau 2 ปีที่แล้ว

    Loved it!!! THank you so much!!! Pretty usefulll!!!!

  • @hadinajdi6760
    @hadinajdi6760 ปีที่แล้ว

    is it possible to use the same code but make each joint rotate differently?

  • @renman3000
    @renman3000 ปีที่แล้ว

    Crazy.
    Thank you!

  • @nostamine2567
    @nostamine2567 2 ปีที่แล้ว +4

    idk wtf im doing wrong but everything falls into abys except the sphere

    • @shahidjariwala6685
      @shahidjariwala6685 2 ปีที่แล้ว

      same

    • @shahidjariwala6685
      @shahidjariwala6685 2 ปีที่แล้ว +2

      Found solution go to joint property then go to rigidbody tab and disable use gravity and enable is kinematic for both the joints

    • @nostamine2567
      @nostamine2567 2 ปีที่แล้ว +2

      Thanks , but eventually i found the problem . So for everybody thats reading this in the future it works .

  • @experts2526
    @experts2526 2 ปีที่แล้ว

    Hi I dont want to move ball away from the arm what to do?

  • @bitmodelstudio
    @bitmodelstudio 3 ปีที่แล้ว +2

    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?

  • @mrandmrsliamrussell
    @mrandmrsliamrussell 3 ปีที่แล้ว

    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?

  • @miceonvenus647
    @miceonvenus647 4 ปีที่แล้ว

    Excellent tutorial! I subscribed. Is there a chance you could teach or guide us on how to apply constraints to the joints?

  • @mukarmarashid7350
    @mukarmarashid7350 ปีที่แล้ว

    my model collapse whenever i apply this
    can you help

  • @daniellykhj825
    @daniellykhj825 3 ปีที่แล้ว

    Mine says this when Assets\Scripts\IKManager.cs(19,27): error CS0103: The name 'GetDistance' does not exist in the current context

  • @zarinnazhang1572
    @zarinnazhang1572 4 ปีที่แล้ว +1

    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...

    • @elitecombine2219
      @elitecombine2219 3 ปีที่แล้ว

      When rigidbody is created try blocking XYZ position and XYZ rotation in it.

  • @StickyLabDev
    @StickyLabDev 4 ปีที่แล้ว +5

    ineed to know about ik on 3d project

    • @Guidev
      @Guidev  4 ปีที่แล้ว +1

      I don't have a plan for now to make a 3D version but I will think about it.

    • @elitecombine2219
      @elitecombine2219 3 ปีที่แล้ว +4

      @@Guidev Please create 3d version of this.

    • @ChiuChihHaoQQ
      @ChiuChihHaoQQ 3 ปีที่แล้ว +1

      Does 3d version ever come out? Great tutorial. Really need 3d version!

    • @nayan9672
      @nayan9672 ปีที่แล้ว

      did anyone get it for 3D?

    • @Maskeowl
      @Maskeowl ปีที่แล้ว

      @@Guidev i reaaly need to add pole to this do you know how an do that ?

  • @angalavaishnavi2441
    @angalavaishnavi2441 ปีที่แล้ว

    What is the name of the tool used?

  • @williamhuang5329
    @williamhuang5329 2 ปีที่แล้ว

    Hanzhen harmonic drive gear , strain wave reducer, robot joint , over 30 years experience

  • @DiegoVilaEscoba
    @DiegoVilaEscoba 2 ปีที่แล้ว

    Is this working in 2D or 3D ? If the target is moved in multiple axis will this work?

  • @glimpsygames2734
    @glimpsygames2734 ปีที่แล้ว

    i think it doesn't work properly in unity 2021

  • @4545Reis
    @4545Reis 3 ปีที่แล้ว

    Hey ! I want to hear keyboard sound :(

  • @trinh4g
    @trinh4g 3 ปีที่แล้ว

    This FK not IK, it calc from root to hand

    • @Guidev
      @Guidev  3 ปีที่แล้ว

      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.

    • @Maskeowl
      @Maskeowl ปีที่แล้ว

      i reaaly need to add pole to this do you know how an do that ?