i made a small patch which only uses the raw bones.
they create a transformation hierarchy. the second bone is transformed by the first one.
so if you build a roboter arm: the shoulder is in the upper part of the patch and fingers are at the bottom of the patch, because they are transformed by the movement of the shoulder the upper arm, the lower arm, the hand.
when you have understood this, then you can to put something onto the bones by transforming any particle, what you like with the transformations coming outof the bone modules.
tip: give a descriptive name to the bones.
inverse kinematic is in fact coming next version with a very small simple node which is only capable of handling 2 bones. the spider battle screenshot is made with it and shows that you can do some great animations with it.
however the lamp patch is not inverse kinematic.
inverse kinematic means that you can specify an end point and the (arm, hand) bones will rotate so that the finger touches this point.
lamp doesn’t work like this. it is just a very nice and tricky animation based on explicit rotation of the bones. the mean thing about the current bone module is that you loose control over all the rotations, because every rotation of a bone is relative to coordinate system of the last bone.
however in the new version another bone module will be available with which you can specify to which global point in space the bone should “look at”. this is easier to handle in some cases.
in other cases like in the attached patch it is just nice to enter oriantation of the bone by relative rotation to the last bone…
simple bones.v4p (8.5 kB)