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Question animation rigging package aim constraint issue...

Discussion in 'Scripting' started by IamKevinRichardson, Oct 10, 2022.

  1. IamKevinRichardson

    IamKevinRichardson

    Joined:
    Feb 5, 2014
    Posts:
    52
    Please help.

    I am trying to use the animation rigging package.

    I have tried every possible aim constraint combination and I still cannot get the weapon to face the right direction.

    The weapon is parented to the hand bone. The bone still turns but no combination gets it to point in the right direction and I have tried all of them.

    Screenshot (9).png

    Screenshot (11).png

    Edit: I moved the weapon down for the sake of the picture

    Edit 2: Also appears that the entire arm goes completly stiff... not just the effected bone


    With animation rigging package
    Screenshot (16).png


    Without animation rigging package Screenshot (18).png
     
    Last edited: Oct 10, 2022
  2. kruskal21

    kruskal21

    Joined:
    May 17, 2022
    Posts:
    68
    Depending on where your weapon model's pivot point is, the aim could be off from where you would like it to be.

    Have you considered using a Multi-Parent Constraint, with the source object set to the weapon, on the hands of your character? This should allow you to move the weapon around while the hands follow.
     
  3. IamKevinRichardson

    IamKevinRichardson

    Joined:
    Feb 5, 2014
    Posts:
    52
    Ok so here is what I think happened...

    I based my character on the unity 3rd person template, which has a character armature with functionality and an animation controller on it, then I put in my asset which has another layer of parented objects before it gets to the actual rig itself.

    The animation rigging controller must have the same parent as the characters rig or the IK will break.

    Also when I would try to set up the player using the 3rd person template but without the armature, the jumping would break. So I had to change the code to get the animator in the child.