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Question How to limit the rotation foot with IK?

Discussion in 'Animation' started by Zimaell, Jun 21, 2023.

  1. Zimaell


    May 7, 2020
    when setting the leg according to the normal, the leg does not always look realistic, sometimes it bends very strongly.
    How to set a limit at which the leg will not be able to turn further?

    Code (CSharp):
    1. private void SetFootRot(){
    2.      LFRotationIK = animator.GetIKRotation(AvatarIKGoal.LeftFoot);
    3.      LFRotationIKTemp = Quaternion.Lerp(LFRotationIKTemp, GetFootRotate(LFNormal) * LFRotationIK, Time.fixedDeltaTime * 15f);
    4.      LFRotationIK = LFRotationIKTemp;
    5.      animator.SetIKRotation(AvatarIKGoal.LeftFoot, LFRotationIK);
    6.      // also Right Foot
    7.      }
    8. private Quaternion GetFootRotate(Vector3 normal){
    9.      Vector3 rotAxis = Vector3.Cross(Vector3.up, normal);
    10.      float angle = Vector3.Angle(Vector3.up, normal);
    11.      return Quaternion.AngleAxis(angle, rotAxis);
    12.      }
    Last edited: Jun 21, 2023