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Question by Žiga Osolin · May 26, 2013 at 01:17 PM · animatorinverse kinematicmanual

Inverse Kinematics By Dogzer: transition apart from 0 and 1 give srange results

Hi!

I do not have Unity Pro and I am trying to make IK for hands. I am using the script by Dogzer (but I also made my own version, both work fine). The problem I am having is when I am in transition and I want to switch in IK for hands. Both start end and IK resolved rotations for upper and forehand are calculated correctly. Then, they are combined using weight:

upperArm.rotation = Quaternion.Slerp(upperArmRotation, upperArm.rotation, transition); forearm.rotation = Quaternion.Slerp(forearmRotation, forearm.rotation, transition);

This results is flashing (quick up down movements, like it cant decide between solutions) hand movement. I also tried fixing the transition to value like 0.5 and flashing is still present, however a little bit more limited to the "correct" position. The only reasonable explaination for this behaviour I find is that animator sometimes updates bone position before LateUpdate() is called and sometimes it doesn't affect it at all (and previous frame position is used). Is is somehow possible to synhronize this behaviour? (e.g. I have to guarantie that animator will exectute and write all data before LateUpdate() is called on IKLimb)

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