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Question by FatalityGames2 · Aug 05, 2021 at 07:57 AM · animationscripting problemshootinggame development

Inverse Kinematic is not on position

Hey there I am working on a shooting game. but while setting up IK. I got some problems. alt text

In this picture Ik is perfectly working. Its on point. but when i aim and go to aiming animation. This happens. alt text

I can't understand why it is happening. is it because of Animation or IkScript.

 using UnityEngine;
 using StarterAssets;
 
 public class IKHandler : MonoBehaviour
 {
     Animator anim;
     ThirdPersonController controller;
     
     public float lookWeight = 1f, bodyWeight = 0.8f, headWeight = 1f, clampWeight = 1f;
     
     float targetWeight;
     
     public Transform weaponHolder;
     public Transform rightShoulder;
 
     public Transform overrideLookTarget;
     
     public Transform rightHandIkTarget, leftHandIKTarget;
     public float rightHandIkWeight, leftHandIkWeight;
     
     Vector3 lookPosition, lookHitPosition;
     public LayerMask playerLayer;
     Transform AimHelper, camTrans;
     
     void Start()
     {
         AimHelper = new GameObject().transform;
         anim = GetComponent<Animator>();
         controller = GetComponent<ThirdPersonController>();
         camTrans = Camera.main.transform;
     }
     
     void FixedUpdate()
     {
         if(rightShoulder == null)
         {
             rightShoulder = anim.GetBoneTransform(HumanBodyBones.RightShoulder);
         }else
         {
             weaponHolder.position = rightShoulder.position;
         }
         
         if(controller.Aiming)
         {
             Vector3 directionTowardTarget = AimHelper.position - transform.position;
             float angle = Vector3.Angle(transform.forward, directionTowardTarget);
             
             if(angle < 90)
             {
                 targetWeight = 1;
             }else
             {
                 targetWeight = 0;
             }
         }else
         {
             targetWeight = 0;
         }
         
         float multiplier = (controller.Aiming)?5:30;
         lookWeight = Mathf.Lerp(lookWeight, targetWeight, Time.deltaTime * multiplier);
         rightHandIkWeight = lookWeight;
         leftHandIkWeight = 1 /*- anim.GetFloat("LeftHandIkWeight")*/;
         FindWhereCameraIsLooking();
         HandleShoulderRotation();
     }
     
     void HandleShoulderRotation()
     {
         AimHelper.position = Vector3.Lerp(AimHelper.position, lookPosition, Time.deltaTime * 5);
         weaponHolder.LookAt(AimHelper.position);
         rightHandIkTarget.parent.transform.LookAt(AimHelper.position);
     }
     
     void OnAnimatorIK()
     {
         anim.SetLookAtWeight(lookWeight, bodyWeight, headWeight, headWeight, clampWeight);
         Vector3 filterDir = lookPosition;
         anim.SetLookAtPosition((overrideLookTarget != null)? overrideLookTarget.position : filterDir); 
         
         if(leftHandIKTarget)
         {
             anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, leftHandIkWeight);
             anim.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKTarget.position);
             anim.SetIKRotationWeight(AvatarIKGoal.LeftHand, leftHandIkWeight);
             anim.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKTarget.rotation);
         }
         
         if(rightHandIkTarget)
         {
             anim.SetIKPositionWeight(AvatarIKGoal.RightHand, rightHandIkWeight);
             anim.SetIKPosition(AvatarIKGoal.RightHand, rightHandIkTarget.position);
             anim.SetIKRotationWeight(AvatarIKGoal.RightHand, rightHandIkWeight);
             anim.SetIKRotation(AvatarIKGoal.RightHand, rightHandIkTarget.rotation);
         }
     }
     
     void FindWhereCameraIsLooking()
     {
         Ray ray = new Ray(camTrans.position, camTrans.forward);
         lookPosition = ray.GetPoint(20);
         RaycastHit hit;
         
         Debug.DrawRay(ray.origin, ray.direction);
         
         if(Physics.Raycast(ray.origin, ray.direction, out hit, 100, playerLayer))
         {
             lookHitPosition = hit.point;
         }else
         {
             lookHitPosition = lookPosition;
         }
     }
 }
 


idleik-min.png (253.9 kB)
aimik-min.png (169.0 kB)
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