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Question by
Broseph1010 · Jul 16, 2018 at 04:08 PM ·
animationinverse kinematicexecuteineditmode
Problems with [ExecuteInEditMode]
I have this script which takes Empty GameObjects and translates their position to Unity's built-in IK system for the 4 limbs of my character. I want it to run in edit mode, because I want to animate the Empty GameObjects with Unity's animation, and I also want to see the translation to the limbs. I do not see where I messed up, I used [ExecuteInEditMode], and it is not. It also isn't outputting the message in Start.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class IkProceduralAnimation : MonoBehaviour
{
Animator anim;
public Transform LeftArmIkTarget;
public Transform RightArmIkTarget;
public Transform LeftLegIkTarget;
public Transform RightLegIkTarget;
public Transform Head;
public Transform UpperTorso;
public Transform LowerTorso;
float ikWeight = 1;
// Use this for initialization
void Start()
{
anim = GetComponent<Animator>();
Debug.Log("Starting In Edit Mode");
}
// Update is called once per frame
void Update()
{
}
void OnAnimatorIK()
{
anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, ikWeight);
anim.SetIKPosition(AvatarIKGoal.LeftFoot, LeftLegIkTarget.position);
anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, ikWeight);
anim.SetIKPosition(AvatarIKGoal.RightFoot, RightLegIkTarget.position);
anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, ikWeight);
anim.SetIKPosition(AvatarIKGoal.LeftHand, LeftArmIkTarget.position);
anim.SetIKPositionWeight(AvatarIKGoal.RightHand, ikWeight);
anim.SetIKPosition(AvatarIKGoal.RightHand, RightArmIkTarget.position);
}
}
Any help will be greatly appreciated!
Comment
Answer by WenBinLiu · Apr 09, 2020 at 07:34 PM
hi,actually OnAnimatorIk is not working in edit mode,you should ticking by yourself. Just Like this: // Update is called once per frame void Update() { anim.Update(0); }
Your answer
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