Fix JacobianIK to apply gradient correctly

This commit is contained in:
Silc Lizard (Tokage) Renew
2025-11-09 15:18:30 +09:00
parent 6fd949a6dc
commit 069206bc74
2 changed files with 2 additions and 2 deletions

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="JacobianIK3D" inherits="IterateIK3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Pseudo inverse Jacobian matrix based inverse kinematics solver.
Jacobian transpose based inverse kinematics solver.
</brief_description>
<description>
[JacobianIK3D] calculates rotations for all joints simultaneously, producing natural and smooth movement. It is particularly suited for biological animations.

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@ -54,7 +54,7 @@ void JacobianIK3D::_solve_iteration(double p_delta, Skeleton3D *p_skeleton, Iter
continue;
}
Quaternion to_rot = Quaternion(axis.normalized(), axis.length() / MAX(CMP_EPSILON, head_to_effector.length()));
Quaternion to_rot = Quaternion(axis.normalized(), MIN(axis.length() / MAX(CMP_EPSILON, head_to_effector.length_squared()), angular_delta_limit)); // Clip by angular_delta_limit for stability.
for (int j = TAIL; j < chain_size; j++) {
Vector3 to_tail = p_setting->chain[j] - current_head;