Hello, I have a weird problem with IK. When I play the game, my hand is in the wrong position it looks something like the weight has small value but it has 1. Code (CSharp): private void OnAnimatorIK() { animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1); animator.SetIKPosition(AvatarIKGoal.LeftHand, gunHandler.position); animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1); animator.SetIKRotation(AvatarIKGoal.LeftHand, gunHandler.rotation); } I found the problem on yotube: If someone know where is the problem, tell me please ;P Thanks!
@Mecanim-Dev I think I found a problem. I attached a Animator and IK script to the to gameobject that contains player model in children, this is the problem. So I attached animator to the player model, and it's working but in player model i must have Network Animator and automatically gives me NetworkIdentity. Is that necessary? When I put NetworkAnimator on gameobject that contains player model and attach animator from player model it automatically gives me new animator and i cant delete this. What to do?
I'm not sure as I never tried by myself the network feature of the animator Could you log a bug and give us some detail to reproduce the issue? Here a guide for bug reporting https://unity3d.com/unity/qa/bug-reporting
I'm having problems with IK and just realized it was the scale causing it. Is there a workaround for this? EDIT: I could fix this by moving the scaling upwards in the hierarchy, above the transform with the Animator and IK-script
if you Have Some other Problem with Ik something like this. just simple check if name bones matching name in root model