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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)
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.
I have the model with bones. It's just that it isn't animating like it should.
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.
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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