vengi
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VOXEDIT: ik solver for editing the transforms
implement an armature (is a hierarchical collection of bones) class for this that performs the ik solving.
#256 might be related
The VXRFormat.cpp
contains a few ik parameters for sandbox voxel format. Implementing those might be useful for testing and validating the ik solver. See #182
https://github.com/V-Sekai/many_bone_ik
this will also help to improve on importing animations from e.g. gltf where the animation is done in bones and not via transforms of the meshes