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Diffstat (limited to 'doc/classes/SkeletonModification3DCCDIK.xml')
-rw-r--r-- | doc/classes/SkeletonModification3DCCDIK.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml index ef3200a07a..55777ab0f4 100644 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ b/doc/classes/SkeletonModification3DCCDIK.xml @@ -4,7 +4,7 @@ A modification that uses CCDIK to manipulate a series of bones to reach a target. </brief_description> <description> - This [SkeletonModification3D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target. + This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target. CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers. [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK. CCDIK also fully supports angle constraints, allowing for more control over how a solution is met. |