Articulated arm

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  • Hello !

    thanks to some of you (Nimtrix), I've been able to understand a bit more how to rotate a sprite using mouse/touch.

    I've been trying to achieve a sort of inverse cinematic function to be able to move an arm made of different connected part. It works somehow but, checking the included .capx, you'll see that a lot has to be done. And I'm stuck.

    • Movement is not really efficient
    • I'd need arm parts to move according angle constraint.

    Do you have any idea on how I could implement that ?

    Thanks in advance !!

    ArticulatedSkeleton.capx

  • I considered again the problem and wonders if I shouldn't apply the rotate routine to every part instead of puting them into a family but it doesn't seem to doany good.

    Any helpwould be really appreciated.

  • I downloaded the capx to have a look but since it's saved with the beta release, I couldn't open it. Sorry.

  • Curious Mike : Oh ! Too band ! Can't you update tothe beta release ?

    Is it the same for anyone ?

  • Is this what you were looking for:

    Skeleton arm

    Be sure to rotate your bone frames to face towards right (angle 0) by default, it simplifies many things. I did with arm bones there.

    Also, using physic joints might simplify this if you intend to limit possible joint angles.

  • vee41 : My saviour ! That's exactly what I needed ! Thanks ! Do you have an idea about how to constraint movement to a certain angle ?

  • I'd take a look at physics behavior: construct.net/en

    More specific; torques and limited revolute joints: construct.net/en

    You could also do it by limiting angles via instance variables and checking that they are not exceeded.

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  • vee41 : thanks for the advice, unfortunately, I'm not that good in programming to deal with those notions. If you feel you can help, I'll be honored.

  • Here is a quick example how you could do it with physics:

    Skeleton arm - physics

    I'm not that familiar with physics behavior, but hopefully this gives you an idea how to do it and you can use this to fine tune your approach :)

  • vee41 : that's it ! Mouvement is a bit fluid but that's what's I wanted. Looks quite natural. Thanks so much for your time !

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