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IK Avatar Poser

Discussion in 'Assets and Asset Store' started by Stephen_O, Dec 1, 2021.

  1. Stephen_O

    Stephen_O

    Joined:
    Jun 8, 2013
    Posts:
    1,507
    Quickly pose humanoid rigged models using the Unity Inverse Kinematics system. Add the IKAvatarPoser script to your characters, press configure, and your model is ready. The script allows you to override animations for custom control of head, arms, or legs using the Unity Animation System.​


    Available on the Unity Asset Store.
    Toggle control of:
    • Head
    • Left Arm
    • Right Arm
    • Left Leg
    • Right Leg
    IK Transform control points:
    • Head
    • Left Hand
    • Left Elbow Hint
    • Right Hand
    • Right Elbow Hint
    • Left Foot
    • Left Knee Hint
    • Right Foot
    • Right Knee Hint
    Scriptable Object ProfileData for:
    • Save IK transform point and settings as named profiles.
    • Load profiles via inspector at edit time.
    • Load profiles via scripts at run time.
     
    Last edited: Dec 28, 2021
  2. Artini

    Artini

    Joined:
    Jan 29, 2016
    Posts:
    176
    Excellent set!
    Any idea, how to use colliders, while posing (if possible)?
    Would be great to pose hands, while grabbing some objects
    or put feet on some objects and not going inside objects itself.
     
    Last edited: Dec 4, 2021
  3. Stephen_O

    Stephen_O

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    This tool does not use or manage colliders, it simply creates an IK rig that can be used,
     
  4. Artini

    Artini

    Joined:
    Jan 29, 2016
    Posts:
    176
    Thank you for your answer and creating this forum thread - it does not happen so often, nowadays.
    Many sellers just do not want to create forum threads on Unity for their products.
    I like the simplicity of the usage of IK avatar poser, without unnecessary, complicate steps.
    I have purchased some other assets from Unity store, that are so complicated to use,
    that I rarely use them.
     
    Stephen_O likes this.
  5. Stephen_O

    Stephen_O

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    Jun 8, 2013
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    You're welcome. I have also invested heavily in asset store packages over the years, and I share that sentiment about having a forum page (both from a user, and publisher perspective). Regardless if I can meet all expectations or user requests, it's great to hear the feedback and questions as it provides useful insight. My goal is always to create something I would enjoy using in my own projects, and make it easy to use (sometimes this is tricky) - I'm glad you've found this package to be simple and useful :)
     
  6. P3ndragonLLC

    P3ndragonLLC

    Joined:
    Sep 19, 2019
    Posts:
    99
    Hello, I can see a lot of good use cases from your video. One question I had is if it's possible to grab all the transforms to save and then reapply them? I have a use case to "fix" animations by minor adjustments to the placement of like arms and then apply the IK changes again in the future when the animations get loaded/played back in the future.
     
  7. Stephen_O

    Stephen_O

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    Jun 8, 2013
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    Hi there, profiles are not currently an available feature, but it might be something that's worth adding for a future update as I can see value in having them. Thank you for the question.
     
    P3ndragonLLC likes this.
  8. Stephen_O

    Stephen_O

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    I've updated the IKAvatarPoser script to support profiles saved to ProfileData scriptable objects.

     
    P3ndragonLLC likes this.
  9. P3ndragonLLC

    P3ndragonLLC

    Joined:
    Sep 19, 2019
    Posts:
    99
    Thank you! That's exactly what I'm looking for.

    Nice Video :)
     
    Last edited: Jan 9, 2022
  10. SIV

    SIV

    Joined:
    May 7, 2014
    Posts:
    219
    Hello,

    Is it possible to do everything in runtime ? i want to allow players to pose their characters and save that as profiles then load when they want, is this possible ?
     
  11. Stephen_O

    Stephen_O

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    For runtime profile generation in a build you'd need to do a little extra - you can access inspector variables, and profile data at runtime, however the gizmos are editor only, and data is saved to a scriptable object so it will not persist between play sessions - you would need to add your own control handles to modify the control point position/rotation and a method to save/load modified profile data.