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Rigged Hand not Moving in Unity

Discussion in 'General Discussion' started by Ralmin, Mar 9, 2020.

  1. Ralmin

    Ralmin

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    Feb 22, 2020
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  2. BIGTIMEMASTER

    BIGTIMEMASTER

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    you animate the hand in a 3d package like blender. look up tutorials for rigging/animating in blender and you'll get the idea.
     
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  3. Ralmin

    Ralmin

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    I took a look at rigify in blender and it is exactly what I want, except can it be exported to unity so I can control the model with a script and arduino?
     
  4. neginfinity

    neginfinity

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    As long as bones exist and exposed to unity, the model can be animated procedurally in unity, even if no animation clips exist. So rigged models are supposed to be moveable and posable by default, even if no animation exists.

    However, for that to work, as far as I can tell, "Optimize Game Objects" should be disabled.
    https://docs.unity3d.com/Manual/FBXImporter-Rig.html
     
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  5. kdgalla

    kdgalla

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    They recently changed it so you can't see or access the bones of a rigged 3D model by default. Now you have to go to the "rig" tab in the import settings and select the option to add them.

    I suppose the reason is- In cases were you didn't actually need to access the bones directly, then it's more efficient if there's not a separate GameObject for every little bone.
     
  6. unit_dev123

    unit_dev123

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    is arduino using difference in resistance to control movement and translation?
     
  7. neginfinity

    neginfinity

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    It doesn't matter. Really.
     
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  8. unit_dev123

    unit_dev123

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    i consider many approaches, and is true many will work.
     
  9. neginfinity

    neginfinity

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    Well, maybe you should stop considering too many approaches.

    First thing to do while debugging this would be to check if you're receiving data.
    The first way to do it would be logging the data into console with Debug.LogFormat().
    Even in situation when the hand sensor is broken.you can employ different input as temporary plug, to make sure rigged hand moves.
    Said input could be any of the input axes, WSAD, XBoxController axes and so on.
     
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