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Setting up FinalIK VRIK with animated movement
Hello everyone!
I recently got FinalIK and, while the package is awesome, I'm having some difficulty setting up a VR rig that has walking animations as apposed to the standard shuffle movement that comes out of the box.
I did try setting the Locomotion Weight slider to 0 in order to utilize animations, but once I did that, the pacing between the headset position and the actual model became imbalanced. For instance... if I were to move forward a few paces using my joystick, the character model would be significantly further ahead of my camera view. It's bizarre to watch; the character is basically performing a backwards lunge in order to maintain tracking of the headset and controllers.
If it helps, I am using the Oculus Quest 2 with the XR Interaction Toolkit (if I should not be, please say so)
Answer by slackbonz · Jun 01, 2021 at 05:15 AM
I made a script that basically copies the X and Z position of the HMD and pasted it on the gameobject with VRIK.
something like
public GameObject HMD;
void Update()
{
this.transform.localPosition = new Vector3 (HMD.transform.localPosition.x , 0 , HMD.transform.localPosition.z);
}
Code might not work because I wrote that down on memory. This isn't the best solution either and it might be better to get the forward direction of the HMD, and offset the foot by the negative Z axis with a small amount, this is much more realistic.
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