Flash

Inverse Kinematics: Robotic Arm

Demo

A lot of people have been asking me what inverse kinematics (IK) is. Well, nothing explains inverse kinematics better than a demo of a robotic arm. The robotic arm in this demo should write on the flat drawing surface whatever you scribble on your screen while holding the left mouse button. This demonstrates interactive IK by figuring out the arm’s joint angles for you. These angles need to be calculated constantly according to where on the drawing surface you point to with your mouse. To use the demo:

  1. Move the mouse to manipulate the camera.
  2. Hold the left mouse button and move the mouse to move the target for the ‘piece of chalk’ the robot arm is using along the x/y axis of the drawing surfaces.
  3. Key ‘1′ negates the planes z position (try holding down the mouse button and hitting ‘1′).
  4. Key ‘2′ erases the writing on the drawing surface.
  5. Key ‘3′ toggles the visibility of the robot arm’s target.

I got the idea for this demo from this you tube video. I’m not using the same method the students in the video use (skip ahead to near the end of the video). Their method is more exact and converges to a solution more quickly than the one I’m using. I’m using the Jacobian Transpose method still for one simple reason…I can have any number of joints I choose and each of those joints can have one, two or three degrees of freedom without the need for writing a more robust matrix math class than is currently available for AS3.

How my IK implementation differs from the one provided with Flash CS4 is another question I get a lot. It’s almost like comparing apples and oranges because the context is so different but let me try and answer that question:

  1. The advantage of Adobe’s IK package is that it comes with a nice little graphical interface and is more user friendly. My implementation is strictly in code and is not very user friendly. You’ll have to really understand the hierarchy of your 3D model to use my classes.
  2. Adobe’s classes are limited to a single degree of freedom and My IK classes can let you realize 3 degrees of freedom for your joints and are designed for use with 3D DAE models and Papervision 3D. However, it would be quite simple for me to adopt my classes to something like 2D movie clips.
  3. I don’t handle bones or mesh deformation. Papervision already let’s you import models with bones and does the mesh deformation for you. CS4 let’s you create bones fairly easily.
  4. My joints can have up to 3 degrees of freedom while Adobe’s only has one.

*EDIT* I removed the source temporarily. I’m going to redo and release it again hopefully in a week or two.

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Wednesday, November 26th, 2008 3D, Inverse Kinematics 14 Comments

2.5D Ragdoll

IK Demo

IK Demo

 

Since Halloween is coming up I thought I would incorporate a scary skeleton into my latest inverse kinematics demo. Special thanks to Trevor Burton for the model. I used the WOW Physics Engine and PV3D in conjunction with a numeric, multi-dimensional, non-linear, inverse kinematics solver I’m developing in my spare time to produce this demo. I’m calling it a 2.5D ragdoll instead of a full 3D ragdoll demo because after talking to the creator of the WOW physics engine I learned that I can’t create a full 3D ragdoll simulation until WOW implements certain features. I’m still happy enough with the result to release the demo however.

In case you are interested in IK, here are some links I used to get started with it:

http://billbaxter.com/courses/290/html/index.htm

http://math.ucsd.edu/~sbuss/ResearchWeb/ikmethods/index.html

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Thursday, October 23rd, 2008 3D, Inverse Kinematics 3 Comments

Inverse Kinematics Numerically

Inverse Kinematics Demo

Inverse Kinematics Demo

I recently became interested in Inverse Kinematics (IK). In case you don’t know what that is you can read about it here .  The best way to learn about something you find interesting is to do it and you can see the fruits of my labor here .  IK has been done in Flash before but I think this is the first time it has been done numerically (as opposed to analytically) and with a DAE model.

It probably won’t seem very interesting or practical unless you’re a math junky or an animator respectively.  For the math people, I use the Jacobian transpose method and numerical approximation to track the target with the effector.  You can read about that here and here .  For the animators, once I managed to wrap my head around the math, it wasn’t difficult to make a simple application like this.  It might be possible to do something like interactive footsteps if I can get a hold of a robust matrix math class for AS3.

Better demos are on the way.  This one was just to show that I have a handle on the math.

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Tuesday, September 23rd, 2008 3D, Inverse Kinematics 3 Comments