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Question by Braindrool · Nov 17, 2014 at 01:05 AM · animationikinverse kinematic

Inverse Kinematics for non-humanoids

My troubles here are not related to foot placement. I have found plenty of thesis papers on that. Could someone explain to me how I could use Unity's Inverse Kinematic function?

Two problems are appearing:

OnAnimatorIK() is not calling No idea how to set up more "limbs", e.g. AvatarIKGoal.leftFoot, rightFoot, leftHand, rightHand. (Non-humanoid structure for my spider)

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avatar image N1warhead · Nov 17, 2014 at 04:14 AM 0
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I know this isn't about Unity's I$$anonymous$$ stuff, but why not just do it in a 3d modeling program? It's simple.

Like example

(Bicep > Tricep > Hand) Drag an I$$anonymous$$ Chain from Bicep to hand, and they will be able to properly animate like they should.

That's just my 2 cents.

avatar image Braindrool · Nov 17, 2014 at 04:18 AM 0
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I have the model with bones. It's just that it isn't animating like it should.

avatar image N1warhead · Nov 17, 2014 at 04:23 AM 0
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What exactly is it doing?

If you animate it in 3d modeling program with your I$$anonymous$$ Chains it should export all the animations properly.

avatar image Owen-Reynolds · Nov 17, 2014 at 07:38 AM 0
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N1wHead: imported I$$anonymous$$ is baked-out into F$$anonymous$$. In other words, anything you import will have a locked-in animation. Not true I$$anonymous$$.

I$$anonymous$$ can be used for "realistic" movement, if you compute it per-frame in game. This allows the foot to rest on a rock, or depression and have both legs bend properly. Or the character walking properly up/down the exact slope. Or both arms bending properly for a gun aimed anywhere, at any recoil, with any type of grips.

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