I don’t really understand how IK works. And I haven’t really found any good tutorials that actually explain what all the bits do and why they are there.
I’ve got the default HeroTPP skeleton and I want to move my two hands down a bit to hit a surface while climbing instead of just floating above it.
Now I know I need the position where I want my hands to end up in, so I’m doing a trace down from the position of the hands.
Then I feed that location into my animation blueprint and that’s where I don’t really know what I’m doing any more.
I’m converting the local to component space and back again like the documentation says I should, which does something and is useful, but I’m not sure what.
Then there’s the “Two Bone IK” node:
I have to set a IK bone, which I assume I want to set as the “hand_r” or “hand_l” bone.
It takes in a “Effector Location”, which I assume is the location I want stuff to end up in.
Then a “Joint Target Location”, which I know nothing about.
What is the “Joint Target Location”?
What are the location vectors relative to? (Actor? Bone? IK Root? World?)
Why do I see in tutorials a vector with only an X value as the effector location that’s supposed to determine world Z axis for the end location of the (foot)bone?
Are the IK bones always supposed to move along with the actual bones they’re representing?
Do the two bone IK manipulations always just take the next 2 bones and manipulate those, or are those set somewhere separately (like in 3dsmax/maya)?