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Foot-IK in Timeline

Discussion in 'Timeline' started by Teufelauer, Jul 9, 2019.

  1. Teufelauer

    Teufelauer

    Joined:
    Apr 19, 2018
    Posts:
    4
    Hello everyone!
    I am currently trying to create a Foot-IK behavior with the Timeline. For this I tried the new Animation Rigging package (which I know is currently in Preview) and some custom solutions for IK behavior. All of them worked fine with the Animator, but I just can't seem to get them working with the Timeline and Animationclips. Is there a workaround for this or something I just miss?
    What would be a correct approach?

    I am working with Unity 2019.1.2

    Kind Regards,
    Susi
     
  2. simonbz

    simonbz

    Unity Technologies

    Joined:
    Sep 28, 2015
    Posts:
    47
    Hi,

    Animation Rigging can be evaluated with a Timeline in 2019.1, but there is currently no set order in which they are evaluated. You are guaranteed that state machine will always evaluate before timeline and before animation rigging, but the order in which timeline and animation rigging evaluate depends on when they were first initialized.

    We have taken that into account and introduced a sorting order in the Playable API in 2019.3 to let users better control when their Playable Graph will evaluate.

    As for now, the best way to go around it is to manually enable the animation rigging RigBuilder after Timeline has finished initializing to ensure animation rigging is evaluated after.
     
  3. Teufelauer

    Teufelauer

    Joined:
    Apr 19, 2018
    Posts:
    4
    Hi, thanks for your reply!

    I managed to get it to work by really manually activating the RigBuilder script - thanks for that!
    I tried to use a Signal for activating the script, but that did not work. It jumps to the IK handling but immediately reverts back to the normal animation. Do you have an idea why it behaves like that when the enabling comes from the timeline itself?
     
  4. Teufelauer

    Teufelauer

    Joined:
    Apr 19, 2018
    Posts:
    4
    Just managed to solve that on my own.
    I just created a signal before that deactivated the script and a signal that that activates it again. Animation Rigging works like a charm after that!
     
    simonbz likes this.