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Content

This post continues our journey in the depth of Inverse Kinematics. In this tutorial you will learn how to apply this powerful technique to create realistic tentacles.

The other post in this series can be found here:

At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial.

You can download the Unity project for this tutorial here ($10+ patrons only).

Files

Previews only

Comments

Joan Llobera

hi Alan, i am wondering if the end of the tutorial, featuring spider legs, will be finished sometime, or if there is an early version of it that i could check. thanks

Alan Zucconi

Hey Joan! I'm still working on it! There are a few series that are still open. It mostly depends on what I am working on at the moment. The spider legs is definitely coming since I have most of the stuff ready! I """just""" need to make it look good and to write about it haha!

Joan Llobera

would it be possible to get an early preview on teh spider one? i don't care so much about the look-nice. I am organising some classes on IK from different sources, and this could be useful to complete the course

Alan Zucconi

Hey! Most of the code is there, but haven't written anything decent yet! T_T The project is being used by an actual game, so can't just export the package straight away or share GIFs yet!! :( Do you have any specific deadline? The way I am using IK with spider legs is this... When the spider moves, it raycasts where it wants its legs to be. If the point is far enough from the actual position of the leg, then it moves the target to that point. If you do it for 8 legs, and if the "maximum distance"s parameter are well chosen, it looks nice! :D

Joan Llobera

i am slowing getting into this. i guess in 3 or 4 weeks we will be at that point where i can introduce such an example. but i will go in another direction if i don't manage to reproduce this idea...