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rigged mechanisms & Fk / Ik issues

Home Forums General Questions rigged mechanisms & Fk / Ik issues

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  • #66068
    visualizer
    Customer

    Hey
    Since I am working on the implementation of the verge 3d in “Insutrial Robotoics & Automation” I think verge 3d is getting proved very well & has a huge scope further.
    My question –
    1. Does vrege 3d support direct rigged things in blender? (I use blender so asking for Blender )
    Solutions I worked out –
    Bake all before you publish and the put all sequences in puzzles as needed. It includes Fk / Ik.

    Problem is I have to have a separate file of baked animation set for publishing & if any change occurs, I have to jump one step back file which is unbaked. Do the changes & save it as baked one & then again publish. This is time consuming & tedious.

    I guess even if verge gets the ability to hold native rigged information from Blender it would be a great addition.

    Any thoughts on this? or is there any way to get around this?

    #66101
    xeon
    Customer

    Hi Visualizer.
    I have been reading and re-reading your post trying to figure out what you are asking.

    Armatures do not have to be baked in Blender but you have to select “bake armatures” in the Verge3d settings panel. This way you can keep your blender file with the armatures and make mods as needed and on export they are baked for you. No need to have to different files with baked and unbaked objects.

    I think this is what you are asking but let me know.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #66146
    visualizer
    Customer

    Hey
    Xeon

    Yes exactly. I wish I knew this earlier hahaha. It would be helpful…

    but if at all fk & ik is supported natively it would be great. Yuri had told that currently its not possible. So I hope in near future we will see it.

    The main point here is …why native support for fl & ik if baking works?
    Ind 4.0 & IoT integration is a critical level technology where I am already working on passing signal from physical machine to virtual ( example – verge3d) scene where in the action of the robot or Fk/Ik mechanism is not manually animated but decided on the fly by the physical automation signaling.
    Example – ( its called Digital Twin as well )
    A robot in verge 3d is all set as per the real life robot. If the real life robot moves in certain angle with single or multiple axes the same information is sent to verge 3d scene via IoT integration system; and the same time the robot in virtual will respond exactly as expected.

    May be I am talking too much at this stage but that’s the inevitable future coming up. Where V3D will be perfect solution I believe.

    My current WIP image screenshot is here. Soon I shall upload it for our forum members to view as well.

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    #66152
    kdv
    Participant

    but if at all fk & ik is supported natively it would be great

    Only this way for now.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #66154
    visualizer
    Customer

    Only this way for now.[/quote]

    Yes I had seen it when Yuri or someone from his team shared on one of my previous post.

    It looks like only possible by customized programming skills.

    #66157
    xeon
    Customer

    Moving a physical object in the real world and the corresponding digital world is something we do for tradeshows on a regular basis. Verge3D can be used for this sort of thing with its current limitations if your project can work under those constraints. Verge3D is great for many use cases but in the situation where we want physical devices interacting with digital experiences, there are other solutions that are better suited for it. Since you are talking about an implementation where there is going to be physical equipment that you can control you could use Unreal Engine, Unity, and other engines to get a better result graphically as well as integration ability. Verge3d is a tool much like a screwdriver. You can use a flat-head screwdriver to unscrew a Phillips head screw sometimes but it’s not the best choice.

    Now V3D is built on threeJS so you could roll your own implementation of V3D after incorporating CCDIKSolver.js. but the workload to implement, text and support is greater than just using a known solution that does it all the time.

    I am sure if ThreeJS implements FK and IK natively….v3d will pick it up and hopefully implement it so that it is an optional part of the build like physics.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #66529
    kdv
    Participant

    but if at all fk & ik is supported natively it would be great

    FK is supported natively, IK is quite possible (with additional puzzles)

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #66590
    visualizer
    Customer

    How thats possible for standard user like us.
    experts or coders might achieve anything but most users like me will not be able to.

    #66591
    kdv
    Participant

    How thats possible for standard user like us.

    Three options: try to do it on your own, buy it or wait for the grass to grow…

    But you’d better continue baking bone animations in Blender. Actually IK in Verge3D it’s not so much usefull. Instead of making animations in Blender you will have to animate the IK bone in Verge3D with the “animate param” puzzle. It’s a liittle bit easier to do in Blender.

    Although it’s quite possible to modify CCDIKSolver to move bones gradually from one position to another without animating. For now this interpolation is too fast.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #66599
    visualizer
    Customer

    I am already using the typical process of baking the FK/IK animations. Which is faster. Spending time in R&D and learning is good in vacations but when you are on toes for daily routine its not feasible.
    Baked solutions as of now is solving okey-okey, but I am just checking with verge3d team when this grass is expected to gorw :))

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