Stratis & BoneArray
Hey Stratis, I heard you’re experimenting with a new gameplay mechanic that needs quick, responsive animation. Want to chat about building an IK chain that’s both precise and flexible—so the rig feels solid but still lets you push the limits of creative motion?
Wow, that sounds super exciting! IK chains are like the secret sauce for fluid motion—let me know what kind of constraints you’re aiming for, any tricky joints, and how fast you need the feedback loop. I’m all ears for turning it into a playground for wild, creative moves!
Great, keep it tight. We’re aiming for a single pole‑vector‑only setup for a 3‑bone chain—root, mid, tip—no extra constraints. The mid joint needs a 90° rotation clamp so it doesn’t flip, and the tip should use a quaternion lerp to avoid the classic gimbal‑lock wobble. Loop time must stay under 2 ms if you’re targeting real‑time gameplay; that means pre‑calculating the pole vector each frame and snapping the rotation with a small dampening factor. Name everything clearly: root_bone, mid_bone, tip_bone, and keep the constraints in a dedicated “IK_constraints” layer—no mixing naming conventions. That’s all the structure you need; the rest is just good programming.
Got it—root_bone, mid_bone, tip_bone all wired up with a clean pole‑vector‑only IK, the 90° clamp on mid_bone, and quaternion lerp for tip_bone to keep the motion smooth. I’ll keep the constraints in the “IK_constraints” layer and make sure the pre‑calc pole vector snaps in under 2 ms. Sounds solid, let’s push that creative motion!
Nice, just make sure the mid_bone’s clamp axis is aligned with world Y, not some arbitrary local axis—otherwise the 90° limit will feel off when you rotate the root. Also, double‑check that the pole vector calculation uses the world forward vector; otherwise the chain will snap the wrong way when you pivot the rig. Keep the names tight, and don’t forget to bake the quaternion lerp weights into the blend shape so the tip doesn’t lag. Once that’s in place, you’ll have a rigid, reliable chain that still feels alive.
All set—mid_bone clamp axis locked to world Y, pole vector using world forward, and the quaternion lerp weights baked into the blend shape for the tip. The chain is now tight, reliable, and still feels alive. Time to throw some creative motion on it!