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Locomotion and Joints
Hey guys, just need a point in the right direction.
Using Locomotion (which is great) with my own human model fom blender, works fine except the knee joints bend in all directions. I am unable to reverse engineer the hero fbx as using blender, my question/s
Do joints import in fbx from blender? Or best to/ have to use joints in unity? Does locomotion ik solver override joints and constraints?
What is the best type of joint or constraint to use for a realistic humans knees?
Thanks heaps.
If you don't get a good answer to this great question, conceivably, drop a polite email to the man himself, Rune, who created Locomotion! $$anonymous$$aybe he'll drop by this forum and answer for us.
If you are using joints and constraints in Blender, you should bake them into a 'result' animation before exporting to FBX. The FBX format doesn't necessarily support everything that blender does, so it's best not to take chances.
Hey guys, thanks for the responses (have not figured out how to mark a thread with only comments as answered yet) after playing around and baking joints into animation I found I still had the issue, I suppose as you would expect considering the locomotion system is updating the bones position via I$$anonymous$$ overriding some keyframe animation in the fbx. Simply added joints/constraints via code in the locomtion update. Thanks guys and thanks for locomotion Rune.
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