New Unity Live Help updates. Check them out here! Discussion in ' Scripting ' started by StiffxDec 29, Search Unity. Log in Create a Unity ID.
FINAL IK - Full Body IK, Aim, Look At, FABRIK, CCD IK... [1.0 RELEASED]
Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Oct 27, Posts: This is a solution for Third Person Shooter games, do not require many animations, in fact just a standing position for aiming, the rest is done by IK controllers, and you can customize the way you want. The customization also can be done by Weapon. Last edited: Jan 10, StiffxDec 29, Joined: Jul 3, Posts: I'm interested in the C code. Also, where can we download?
I see the AssetStore download is the gun models, but not the camera control script, character controller, etc. IndieScapeGamesDec 29, Stiffx likes this. Yes, like i said I'll be posting the C code very soon if anyone is interestedAn Aim Constraint rotates a GameObject to face its source GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
More info See in Glossary. It can also maintain a consistent orientation for another axis. For example, you can add an Aim Constraint to a Camera A component which creates an image of a particular viewpoint in your scene.
The output is either drawn to the screen or captured as a texture. To keep the Camera upright while the Constraint aims it, specify the up axis of the Camera and an up direction to align it to. Use the Up Vector to specify the up axis of a constrained GameObject. Use the World Up Vector to specify the upward direction. As the Aim Constraint rotates the GameObject to face its source GameObjects, the Constraint also aligns the up axis of the constrained GameObject with the upward direction.
Version: Language : English. Unity Manual. Unity User Manual Look At Constraints. Publication Date: After you rotate the constrained GameObject and move its source GameObjects, click Activate to save this information. Sets the rotation of the constrained GameObject to the source GameObjects. Toggles whether or not to evaluate the Constraint. To also apply the Constraint, make sure Lock is checked.
The strength of the Constraint. A weight of 1 causes the Constraint to rotate the GameObject at the same rate that its source GameObjects move. A weight of 0 removes the effect of the Constraint completely. This weight affects all source GameObjects. Each GameObject in the Sources list also has a weight. Specifies the axis which faces the direction of its source GameObjects. For example, to specify that the GameObject should orient only its positive Z axis to face the source GameObjects, enter an Aim Vector of 0, 0, 1 for the X, Y, and Z axes, respectively.
Specifies the up axis of this GameObject. For example, to specify that the GameObject should always keep its positive Y axis pointing upward, enter an Up Vector of 0, 1, 0 for the X, Y, and Z axes, respectively.
Specifies the axis for the upward direction. The Aim Constraint uses this vector to align the up axis of the GameObject the upward direction. Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level.New Unity Live Help updates. Check them out here! Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Jan 2, Posts: 2, Finally, the final Inverse Kinematics solution for Unity has arrived!
Asset Store link. Last edited: Jun 5, Partel-LangJan 15, Gozdek likes this. Joined: Mar 13, Posts: Bought it, looked at the provided examples and I'm very pleased with my purchase. Time to fidle with it and see how it can affect the overhaul look and feel of our game. Thank you for the purchase, Cygnusprojects, can't wait to see what you'll make with it! Joined: Mar 19, Posts: 1, Damn hell, this is exactly what I was looking for!
Is it possible to to this with your plugin? Please note that the piston is moving only along one axis. Would this also be possible with Unitys Physics Components? Last edited: Jan 15, Cascho01Jan 15, Joined: Dec 27, Posts: 3, You're a genius! I will be purchasing this in the near future, this is a must have!
Joined: Jun 18, Posts: Joined: Jul 24, Posts: 2, Joined: Dec 30, Posts: Oh boy.AimIK solver is a modification of the CCD algorithm that rotates a hierarchy of bones to make a child Transform of that hierarchy aim at a target.
It differs from the basic built-in Animator. SetLookAtPosition or the LookAtIK functionality, because it is able to accurately aim transforms that are not aligned to the main axis of the hierarchy. AimIK can produce very stabile and natural looking retargeting of character animation, it hence has great potential for use in weapon aiming systems.
With AimIK we are able to offset a single forward aiming pose or animation to aim at targets even almost behind the character. It is only the Quaternion singularity point at degrees offset, where the solver can not know which way to turn the spine. AimIK also works with rotation limits, however it is more prone to get jammed than other constrained solvers, should the chain be heavily constrained.
Aim provides high accuracy at a very good speed, still it is necessary to keep in mind to maintain the target position at a safe distance from the aiming Transform. If distance to the target position is less than distance to the aiming Transform, the solver will try to roll in on itself and might be unable to produce a finite result. The polePosition can be helpful when making weapon aiming setups. Let's say we have a gun that's local Z axis is facing towards it's barrel and local Y axis is facing up.
If we now play the scene and set "Weight" and "Pole Weight" to 1, we will have 2 handles, one for the aiming target and the other for twisting the gun and the body of the character. Usually when you wish to use the elbow joint in the process of aiming a single handed weapon or when you wish to limit the rotation of a spine bone to twisting only.
If you just added the RotationLimit component to the bone, it would also interfere with the animation keep the spine stiffnot just the IK. Please note that each RotationLimit decreases the probability of the solver smoothly reaching it's target. Since FinalIK 0. Bone weights Each bone in the "Bones" has a weight parameter. It determines how much proportionally is a bone used in the solving process. Fox example if you do not wish a certain spine bone to bend too much, you can just decrease it's weight.
Aiming 2-handed weapons: When aiming 2-handed weapons, we can use only the spine bones common parents for both hands in the AimIK bone hierarchy. If we used the arm bones, the other hand would loose contact with the object. Sometimes using just the spine bones is not enough though, as the spine would bend exessively and the character would end up in unnatural poses. Take a look at this tutorial video to see how it could be done.
Redirecting animation: AimIK is perfect for keeping objects steadily aimed at the target. Sometimes those objects have a lot of swinging motion in the animation, like swinging a sword for example, and it is not good to use AimIK to keep the sword oriented at a certain position during that swing.
It would keep the sword orientation fixed by bending the rest of the hierarchy and that would interfere with the animation in an unwanted way. It is still possible to use AimIK to redirect swinging animations like swordplay or punching, take a look at this tutorial video to see how it could be done.The following document describes the setup process, constraint definitions and additional information on the Animation Rigging package [com.
Animation Rigging allows the user to create and organize different sets of constraints based on the C Animation Jobs API to address different requirements related to animation rigging. This includes deform rigs procedural secondary animation for such things as character armor, accessories and much more. World interaction rigs IK, Aim, etc. The following sections present required components and steps to take in order to define an Animation Rig.
This video also demonstrates package component usage to create a custom Animation Rig. The Rig Builder component lives alongside the Animator component and creates a Playable Graph that is appended to the existing Animator state machine. Rig Builder needs to affect the same hierarchy as the Animator. The Bone Renderer component allows the user to define a transforms hierarchy to be drawn as bones for visualization and selection during the rigging process.
These bones are not visible in the Game view. This, for example, allows the user to define his character deform skeleton for rigging purposes. The look of the bones can be customized. The Bone Size, Shape and Color can be modified.
Tripods of local axes can also be displayed and their size adjusted to accommodate user preference. The user can choose from one of the default looks; Pyramid, Line or Box.
Similarly to bones, Rig Effectors allow the user to add visual gizmos to transforms for visualization and selection. These can be added to any transform in the same hierarchy as the Rig Builder or Rig component.
Effectors are not visible in the Game view. A special Scene View overlay has been added to manage and customize effectors in the Rig hierarchy. The look of the effectors can also be customized. The shape can be any Mesh asset available in the project. Multiple effectors can be created, deleted and edited at once. The Rig component is the main entry point to all rig constraints for a given Rig.
This component is assigned to a Rig Builder component under the Rig Layer field. There should only be one Rig component per control rig hierarchy. The main purpose of the Rig component is to collect all Constraint components defined under its local hierarchy and generate an ordered list evaluation order of IAnimationJobswhich will then be applied after the Animator evaluation.
The order in which the jobs are evaluated is defined by component order and the way the rig hierarchy is constructed, since constraints are gathered using GetComponentsInChildrenwhich follows depth-first traversal as shown below:. In other words, grouping constraints under a GameObject allows the user to the manage the evaluation order of these constraints by modifying the hierarchy. The root of a control rig hierarchy should be at the same level as the skeleton root, both under the Game Object holding the Animator.
In other words, it should not be in the skeleton hierarchy, but rather live beside it. As shown in the video below, in order to manipulate both the left and right foot IK targets lfik and rfik of the 2BoneIK sample using their parent transform ikwe need to add this component to get the expected behaviour. A typical setup is to have a hierarchy of GameObjects [ex: Ninja.
To make this hierarchy available to the Animation Rig, the Rig Builder component is required. This will associate the Animation Rig with the Animator. The following illustration represents a schematic overview of the interdepencies between the Animator and the Animation Rig components.Skip to content. Add your Rigged model. If you download the Aim-IK.
Then put Aim-IK. But if you downloaded Aim-IK. Then choose Aim-IK. Now, Aim-IK is ready to use!Third Person Shooter E24: Aiming, Shooting and target
Select your model. Press Add Component. In the Aim IK Behaviour script, you see some properties. In the Target property, select the target object. By enabling the Smooth Look At check-box, the character smooth looks at the target. By increasing it, the character looks at the target faster. You must add head rig.
Another property is Position Offset. You can use it to set the eye position offset to the head character. The next property is Rotation Offset. You can use it to set the rotation offset to the head. OK, now press Run and you see the head of the character, looks at the target. And the last property is Chest Parts. It's an array that you can choose other chest parts that you want to look at the target. In the Part property, select part rig Be aware to don't add part model! You must add part rig!
In the Position Offset property, set position offset to the part model. In the Rotation Offset property, set rotation offset to the part model.Most animation is produced by rotating the angles of joints A physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge.
More info See in Glossary in a skeleton to predetermined values.
The position of a child joint changes according to the rotation of its parent and so the end point of a chain of joints can be determined from the angles and relative positions of the individual joints it contains. Used by inverse kinematics to control character movement. See in Glossary. However, it is often useful to look at the task of posing joints from the opposite point of view - given a chosen position in space, work backwards and find a valid way of orienting the joints so that the end point lands at that position.
This can be useful when you want a character to touch an object at a point selected by the user or plant its feet convincingly on an uneven surface. This approach is known as Inverse Kinematics IK and is supported in Mecanim for any humanoid character with a correctly configured Avatar. To set up IK for a character, you typically have objects around the scene A Scene contains the environments and menus of your game.
Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. In the illustration above, we show a character grabbing a cylindrical object. How do we make this happen? We start out with a character that has a valid Avatar An interface for retargeting animation from one rig to another. More info See in Glossary.
The same Animator Controller can be referenced by multiple models with Animator components. More info See in Glossary with containing at least one animation for the character. Then in the Layers pane of the Animator window The window where the Animator Controller is visualized and edited.
More info See in Glossaryclick the cog settings icon of the Layer and and check the IK Pass checkbox in the menu which pops up. The component has a reference to an Animator Controller asset that controls the animation. More info See in Glossary :. The hand then targets this child object. In this example, we have the look target set to the cylinder itself, so the character looks directly towards the centre of the object even though the handle is near the bottom.
Enter play mode, and you should see the IK come to life. Observe the character grabbing and ungrabbing the object as you click the IKActive checkbox, and try moving the cylinder around in playmode to see the arm and hand follow the object.