2 votes
Accepted

Whats the general method developers to implement FPS multiple weapon handling animations?

There is a wide range of ways to handle this, starting from the obsolete use of sprites up to fully rigged bodies with inverse kinematics and everything in between. So, to begin with, you can have ...
Theraot's user avatar
  • 26.2k
2 votes
Accepted

CCD IK Pole Target Contraint

I've never wrote CCD solver with pole targets but I've played quite a lot with FABRIK algorithm and I may have some idea to try. Just before you run your solver try to rotate entire IK chain towards ...
kolenda's user avatar
  • 1,370
2 votes
Accepted

How do I add an "offset" to LookAt?

If an easy-to-read way to offset the LookAt is required, then the following will work: ...
tmighty's user avatar
  • 919
2 votes
Accepted

How to calculate the reachable space of the end effector in an IK chain?

Given that the arm exists in a 2D plane, the joints are hinge joints and not ball and socket joints, and the rotation arc for each joint is +/- maxangle: Let H = the position of the end effector. ...
GaleRazorwind's user avatar
2 votes

Literature for Inverse Kinematics: Joint Limits and beyond

Original Article: Overview of Inverse Kinematics I highly suggest the above link for a high level overview of Inverse Kinematics. It goes over IK jargon, IK usage/applications, and high level ...
Luis B's user avatar
  • 159
1 vote
Accepted

How do I set the Foot IK property of an animator state by code?

It looks like you want AnimatorState.iKOnFeet. You can navigate to an AnimatorState from an AnimatorController by... Using ...
DMGregory's user avatar
  • 133k
1 vote

SetIKHintPosition and SetIKHintPositionWeight seems to have no impact

I notice that the AvatarIKHint enumeration supports applying hints to only the elbows and knees. This suggests to me that Unity uses a simple 2-bone IK solution ...
DMGregory's user avatar
  • 133k
1 vote

Transform bone absolute position to relative position

First of all thanks to ColdSteel for his/her help. :) I ended up solving the issue by applying the following algorithm. I will list the points as I find it clearer this way. Note that I'm not exactly ...
Devem's user avatar
  • 11
1 vote
Accepted

I need an analytic formula for 3 arms inverse kinematics system

Let's attack this in parts: we'll find where to place the end of the first bone, then figure out where the other two go. Once we've arranged the first bone, what remains is a two-bone IK problem, ...
DMGregory's user avatar
  • 133k
1 vote
Accepted

How to reach IK Pass and weight by script?

I don't think you are able to set the flag during runtime. You should tick the box in editor if you plan to use IK features and then during runtime use the weight to adjust behaviour. GetLayerIndex ...
sorko's user avatar
  • 61
1 vote

How to calculate the reachable space of the end effector in an IK chain?

BONUS ANSWER: The question is only asking for, "Can the arm reach the point?" However, the next question would typically be, "What angles do I set each joint to so that the arm is touching the point?" ...
GaleRazorwind's user avatar
1 vote

Realtime inverse kinematics on unity apps for android and iOS

As you can see in videos you've provided it is possible even for more characters. In the second video you have more than 10 models, each of them is computed in realtime and I suppose they don't share ...
kolenda's user avatar
  • 1,370
1 vote
Accepted

2D bone animation - point gun at mouse

So, I solved it. Turns out I just needed to get away from the problem a bit. Just in case anyone else wants to replicate this, I got it working and I made a function in C# (Although it should be ...
NuBc4k3's user avatar
  • 31
1 vote

Aim up/down lookat aim target?

You're thinking of inverse kinematics. The effort you'd have to go to to do this 'simple' thing in code is actually quite extensive. You are better off to have your animator do it, it should take him ...
Yudrist's user avatar
  • 963
1 vote
Accepted

SDD Inverse Kinematics with constraints

The gist of CCD is really nothing dazzling. Here's the description of a serial set-up (a chain of links and joints) you have an assembly of N joints and N links the first joint is called the root ...
teodron's user avatar
  • 3,271
1 vote

What is the necessary know-how to write an animation library (IK & FK)?

Original Article: What do I need to know about Inverse Kinematics? You’ve probably heard of Inverse Kinematics. IK is a popular tool in Unity and computer graphics, but if this is the first time you’...
Luis B's user avatar
  • 159

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