I've been trying to figure out how inverse kinematics work for quite a while now, and I still can't understand the math behind it.
My imaginary robot has 3 joints, and all rotations are possible without any angle limits.
I tried to solve all the angles using trigonometry, but it seems that a better option would be to use matrix rotations.
Has anyone here worked on inverse kinematics before and could maybe give me a hand?
Courtesy of my blog :smile:
[url]http://thingsiamdoing.com/inverse-kinematics/[/url]
[QUOTE=chaz13;45379309]Courtesy of my blog :smile:
[url]http://thingsiamdoing.com/inverse-kinematics/[/url][/QUOTE]
Awesome blog, lots of info on IK. Just thought I'd mention that your robot arm demo breaks when hovering over the main joint (joint to the background).
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