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Question by AhsanAshraf · Oct 14, 2021 at 03:30 PM · animationanimatoranimator controller

IK Targets are not working

I want my left hand's position to fit properly with the gun but none of the IK Targets are working. Here's my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Tets : MonoBehaviour
 {
     [System.Serializable]
     private class IKTransforms {
         [SerializeField] private Transform leftHandIK;
         [SerializeField] private Transform rightHandIK;
         [SerializeField] private Transform lookAtIK;
 
         public Transform LeftHandIK { get => leftHandIK; private set => leftHandIK = value; }
         public Transform RightHandIK { get => rightHandIK; private set => rightHandIK = value; }
         public Transform LookAtIK { get => lookAtIK; private set => lookAtIK = value; }
     }
     public Animator animator;
     [SerializeField] private IKTransforms ikTransforms;
     
     // Update is called once per frame
     void Update()
     {
         if (ikTransforms.LeftHandIK && ikTransforms.RightHandIK && ikTransforms.LookAtIK) {
 
             if (ikTransforms.LeftHandIK) {
                 animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1f);
                 animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1f);
                 animator.SetIKPosition(AvatarIKGoal.LeftHand, ikTransforms.LeftHandIK.position);
                 animator.SetIKRotation(AvatarIKGoal.LeftHand, ikTransforms.LeftHandIK.rotation);
             }
             
             if (ikTransforms.RightHandIK) {
                 animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1f);
                 animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1f);
                 animator.SetIKPosition(AvatarIKGoal.RightHand, ikTransforms.RightHandIK.position);
                 animator.SetIKRotation(AvatarIKGoal.RightHand, ikTransforms.RightHandIK.rotation);
             }
             
             if (ikTransforms.LookAtIK) {
                 animator.SetLookAtWeight(1f);
                 animator.SetLookAtPosition(ikTransforms.LookAtIK.position);
             }
 
         }
     }
 }
 

and Here's my animator controller settings: alt text

screenshot-9.png (373.2 kB)
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avatar image AhsanAshraf · Oct 14, 2021 at 03:30 PM 0
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Any help is appreciated

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Answer by ryanmillerca · Oct 14, 2021 at 03:40 PM

Call your IK code in OnAnimatorIK() instead of Update(). More info here if you need it: https://docs.unity3d.com/Manual/InverseKinematics.html

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avatar image AhsanAshraf · Oct 14, 2021 at 04:05 PM 0
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Hey ryanmillerca your solution is working in my test project but not in main project, i have checked if OnAnimatorIK function is not written twice and it's not, I have exact same setup there as well, what other reasons can cause this issue? Looks like OnAnimatorIK functions is not being called as no logs are printing there in my main project. Thanks for your answer.

avatar image ryanmillerca AhsanAshraf · Oct 14, 2021 at 04:10 PM 0
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Definitely use OnAnimatorIK instead of Update. Check the Avatar configuration in your other project and share a screenshot of that one, like the one you have already, in case there's something amiss that's easy to spot. Keep looking for differences between the two projects and I'm sure you'll discover the issue!

avatar image AhsanAshraf ryanmillerca · Oct 14, 2021 at 04:25 PM 0
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I got it, actually the script which contains the OnAnimatorIK method should be sitting on same gameObject on which the Animator lives. I was missing this thing.

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