Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by SvSe · Nov 04, 2014 at 03:33 PM · mecaniminverse kinematic

Inverse Kinematics with Moving GameObject

Currently, we are integrating a bicycle into our application. Using the mecanim system, we can easily use IK such that a character will keep its hands on the handlebar and its feet on the pedals. However, when using SetIKPosition, there is a transition from the character's current IK goal to the new one. Usually, this is a very nice feature since, it moves the body part smoothly to the target. But since the goalPosition moves with the bike's game object, the limbs will fall behind because the transition cannot keep up. I.e. increasing the bike's velocity increases the distance between the goal and the bodypart.

Is there a way to increase the transition speed or to skip the transition altogether? (The position weight is always set to 1.)

I already tried compensating this effect by adding the rigidbody's velocity vector to the goal position, but that will move the limbs too far.


animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1.0f);
animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandPositionTarget + rigidbody.velocity);

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by SvSe · Nov 14, 2014 at 02:59 PM

We solved the problem! In case anybody comes across the same problem, here is the solution: The problem is not due to any IK transition. The IK goal positions were set within FixedUpdate(), but since Unity's physics update comes after FixedUpdate(), the bike was moved to a new location by the physics simulation while the IK goals were set to the old positions. By setting the position in Update(), it works like intended.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Mecanim IK Feet Placement learning resources 0 Answers

Original hand position when retargeting animations 0 Answers

Can i use Mecanim IK with scaled bones? 0 Answers

How to Aim Animator.SetIKRotation() to direction WRT hand bone rotation offset 0 Answers

Is there a Mecanim callback for, "Where X bone would be if IK was off"? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges