Inverse kinematics
Inverse kinematics (IK) computes the joint rotations needed for a chain’s tip to reach a
target — the inverse of forward animation. vgai ships IK as a first-class GameComponent,
IKChain (packages/editor/template/src/examples/ik/ik-chain.ts), wrapping Three.js’s own
CCDIKSolver.
IKChain
Section titled “IKChain”IKChain operates on an entity containing a SkinnedMesh. Each frame it bends a named bone
chain so the chain tip (the effector) reaches a world-space target. It runs in the
preRender phase, after the animation phase — so IK refines the pose that animation
produced.
Authored fields (static schema):
boneNames— bone names from chain root → effector (the tip that reaches the target).targetBoneName— the skeleton bone used as the IK goal. If no bone with that name exists, one is appended to the skeleton (and the skin’s bone buffers grown) — so IK works on any rig.targetOffset— a world-space target position to use when no live target is provided.iterations— CCD solver iterations per frame.
See also
Section titled “See also”- The animation graph — the pose IK refines.
- Capstone: IK arm — the shipped
ikexample, built step by step. - Entities & components — the
GameComponentmodelIKChainuses.