Arm IK control

In the game, the arms of our character can be operated via the Kinect. In order to achieve this, we had to create an IK solver. The basic calculations of the IK were fairly simple:

IK Solver

Knowing the length of each edge, we could calculate the angles (alpha and beta) using the cosine rule. From there, we recalculated the positions of both the elbow and the hand using alpha and beta respectively.

Then we had to rotate the three body parts, so the mesh would align beautifully with the direction of the bones. This turned out to be a bit more tricky, since each bone of the mesh already has a default rotation.

Each bone looks at its parent bone along the x-axis. So the solution was to use the default “LookAt()” function from Unity, then rotate 90 degrees around its local y-axis . The reason behind the extra rotation is because the “LookAt()” function uses the z-axis as its forward, meaning the bone would look at its parent along the z-axis. By rotating 90 degrees around the y-axis, the bone will once again look at its parent with the x-axis, but this time with the correct orientation.

IK Solver InGame (1)IK Solver InGame (2)IK Solver InGame (3)IK Solver InGame (4)

Props Update

We first modeled, unwrapped and textured some very modular props in max.
Some of these can be used to create much larger structures or can just serve as obstacles/ pickups
or just fill out our scenes.

props Assembly1 Assembly2

This is a rough example of the things we can build with these modular props.


Props Update

Out next step was to actually model and texture some props and environment pieces to
actually build a scene with.
We made one version of our hill and then quickly made several variations.
However there seems to be a little difference in the level of detail between the hills and the tree trunks so that needs to be fixed

Diff_Mountain2Capture04 Diff_Trunk