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Help Wanted Full Body Inverse Kinematic controll in VR

Discussion in 'Animation' started by DevDunk, Jul 18, 2021.

  1. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    248
    I am working on a VR game where I want to have a non-animated doll, which you can move all bones of.

    So far I can make it work with chain or two bone constraints if I position the head(chain) or limbs (two bones), but I cannot move bones higher in the hierarchy (eg, the pelvis bone is the root, and I can not have this bone follow a target).

    Is there any way I could make this work with the animation rigging asset?

    If I need to give any more info let me know!
    Using Unity 2020.3 and the latest animation rigging package for it.

    The rig:
    upload_2021-7-18_13-50-57.png
     
    Last edited: Jul 18, 2021
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    28,174
    So this isn't really a VR question at all, but a question of just "full body IK" where you can drag a bone (transform) and the rest will keep constraints?

    Looks promising:
    https://docs.unity3d.com/Packages/c...manual/constraints/MultiParentConstraint.html

    Or something like:
    https://docs.unity3d.com/Packages/c...nual/constraints/MultiRotationConstraint.html

    I see there's a two-bone constraint as well: https://docs.unity3d.com/Packages/c...1/manual/constraints/TwoBoneIKConstraint.html

    Training materials:
    https://learn.unity.com/tutorial/working-with-animation-rigging#6014ac53edbc2a0eea5c1d8f

    (Alternatively, Final IK asset has a full body IK plus a VRIK rig which is tricky to set up but does work also, but is not free).
     
  3. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    248
    That's correct. I tried to explain the thing I'm trying to do.
    I know the constraints, but I have no luck with any of them, do I ask for help here.
    The unity learn page doesn't go in depth enough.
     
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