Category: Implementation

Inverse kinematics for bending

A couple of weeks back I wrote about inverse kinematics for the arms. I spent some time studying the principles of inverse kinematics and I used this for improving the behaviour of my virtual body by deducing the amount of …

Inverse Kinematics part 2: bending the body forward based on hand positions Read More »

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Motion sickness is one of the most important issues to solve for virtual reality. I found that in my virtual environment setup, body rotation is the most important contributor to this sickness feeling. But I found out that deducing body …

Body rotation with two handed Razer Hydra and Oculus Rift Read More »

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I have been playing and struggling with body movements the last few weeks. My body movements are mostly driven by the Razer Hydra. Recently I found out the a lot of information can be deduced from this device. I will …

Inverse kinematics for arms in Unity free/indie Read More »

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Colliders for the hand

In this post I will concentrate on simulating hands in a virtual environment. The most natural way to do this is to use physics: when the hand touches something, it moves. When the hand grabs something, it is picked up. …

Using physics for grabbing objects with kinematic hands Read More »

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A couple of months ago I implemented and wrote about modelling a train in Unity. It used physics to drive the train and to keep it on track. This worked quite well and interacted nicely with its environment. The downside …

A train model without physics Read More »

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