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Foot/hand IK for Third Person Controller?

Discussion in 'Animation' started by huckleberrypie, Jul 10, 2018.

  1. huckleberrypie

    huckleberrypie

    Joined:
    May 16, 2018
    Posts:
    5
    Anyone know or have a simple (and preferably free because I'm broke af lol) script that allows for proper foot placement using the third-person character that came with Unity Standard Assets? I've tried a few and it ended up with my character running like a crab or something. Maybe I need to tweak that some more, but care to walk me through as I am honestly new to this?
     
  2. huckleberrypie

    huckleberrypie

    Joined:
    May 16, 2018
    Posts:
    5
  3. huckleberrypie

    huckleberrypie

    Joined:
    May 16, 2018
    Posts:
    5
  4. huckleberrypie

    huckleberrypie

    Joined:
    May 16, 2018
    Posts:
    5
  5. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    612
    hello :)

    there's no easy way. the IK only positions the transforms on a chain and
    you will have to find that position (probly by raycast) that you want to place the ikTargets.

    you can use the standard unityIK, but the hip is not affected by hand/foot IK, so probably that's why you seeing that crab-like running (you need to adjust hip height/position)

    there's a more advanced (free) solution out there, but it has its quirks too
    SAFullBodyIK
    https://github.com/Stereoarts/SAFullBodyIK
     
  6. huckleberrypie

    huckleberrypie

    Joined:
    May 16, 2018
    Posts:
    5
    Yeah and I couldn't wrap my head around that one either lol. :p