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rigging should move the bones without animator

Discussion in '2019.3 Beta' started by laurentlavigne, Jan 27, 2020.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,335
    currently rigging only moves bones when an animator is present and recording is pressed
    that's sub optimal because some times we just want to pose a character for quick previs or to check that the 2bone ik works, without bothering with an animation or timeline
    if for workflow reason you want to stick to that, a button to test it live editor is needed
     
  2. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,335
    also because when setting a gizmo for fk it moves the bone at edit time
    in other word ik is currently not usable in the same way as fk - this inconsistency makes me think it's not a workflow choice but a limitation of the current implementation
     
  3. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,335
    example of problem we get due to inability to set the ik constraint at editor time
    upload_2020-1-26_21-40-46.png
    the toe is twisted because the up vector was set the wrong way so during record I moved it the other way conflicting with the effector's rotation