What it does
ik suite
Covers the pure-math core of the ik package — chain resolution, the five
solvers, and rotation limits. Everything here runs without a rendered frame, a
live skeleton, or an entity, so it executes in the offline shard.
What this locks in:
- Chain resolution — root-to-tip ordering, segment lengths and total reach,
forward kinematics, and the three ways resolution legitimately fails (tip not
a descendant of the root, an unknown bone name, a role the rig does not fill).
Also
rotateGlobalpivoting a bone about its own joint rather than the chain root, which is the property every solver depends on. twoBone— exact reach for targets in every direction around the root, graceful extension toward an unreachable one, weight 0 as an exact pass-through, partial weight landing between the incoming pose and the solve, idempotence across repeated solves, and pole targets producing opposite, deterministic bend planes.ccdandfabrik— convergence, early exit at tolerance, segment lengths preserved through the solve, the root staying anchored, and rotation limits holding while iterating.aimandlookAt— the tip axis landing on the target direction, the total turn respectingclampAngle, andbodyWeightactually moving the turn down the chain instead of leaving it all on the head.- Rotation limits — clamping outside the range, leaving values inside it untouched, stability under repeated application (a limit that drifted each frame would slowly collapse a pose), and a hinge stripping off-axis swing.
Idempotence and repeat-application stability appear throughout because IK runs every frame on the result of the previous frame: a solver that drifts by a fraction of a degree per solve looks correct in a single-frame test and visibly wrong after a second of playback.
Discussion
Scoped to this part · feeds back into the world's score.
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