TheComet

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Just dropping this here as it might serve useful. [Vulkan 101 (GDNet)](http://www.gamedev.net/page/resources/_/technical/opengl/vulkan-101-tutorial-r4408)

Is there anything I can do about this? Or is this a build system issue?

Hey! I didn't think about supporting micro controllers, but in theory it should be possible. The same build instructions found [here](https://github.com/TheComet/ik/wiki/Building) apply, but in addition, you will have to provide...

Hey! Nice demos! Which branch/commit hash are you on? If you're on devel then unfortunately FABRIK is still being developed.

Hey! 1) Yes, you should write the rotations to each ```node->rotation``` field before calling ```ik.solver.solve()```. These rotations are all in local space. ```root->rotation``` *usually* is always an identity rotation in...

Can you check if you have set the ```IK_ENABLE_JOINT_ROTATIONS``` flag? Without it, FABRIK does not calculate rotations. ```c solver->features |= IK_ENABLE_JOINT_ROTATIONS; ``` Do this once prior to ```ik.solver.solve()```. Right now...

Alright. The biggest difference in V1.0 is all of the node positions and rotations are in global space, and the function names are global rather than ```ik.group.func```. Hopefully it won't...

Hey! I was going to test the code you posted a week or so ago just now but I think you deleted it. Does this mean you got it to...

Hey Peach1! You are very welcome to give this a go. ```cpp static void apply_hinge(ikreal_t delta_rotation[4], const ikreal_t current_rotation[4], struct ik_constraint_t* constraint) { /* write to delta_rotation */ } ```...

This does sound like a bug. Can you explain your setup a bit more in detail so I can try and reproduce it? Maybe even share relevant code?