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Using LateUpdate and OnAnimatorIK = wrong. What is right?

Discussion in 'Animation' started by jlgauthier, Dec 8, 2019.

  1. jlgauthier

    jlgauthier

    Joined:
    Mar 22, 2015
    Posts:
    1
    I'm adjusting bone position to create body types (see image) with LateUpdate.
    Unfortunately this means i need more IK, as well as breaking the current IK pipeline. The problem is obvious, IK executes first, and late update wrecks it if those bones are touched.

    Is there a right way to do this type of variation that I am just completely missing.

    ikmiss.jpg

    I'm have considered a few solutions but they feel stupid, such as IK at LateUpdate (feels like a lot of work), or pushing the bone adjustment into the IK solver (too many race condition and exceptions).

    Update 1: I moved the adjustment into OnAnimatorIK, and it did not change the problem. Does the IK solver cache?

    Update 2: I spent a few hours trying AvatarBuilder.BuildHumanAvatar.. This was an undocumented rathole, I got it compile and attach but not animate at all. This doesn't seem like a common approach.
     
    Last edited: Dec 10, 2019
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  2. uuuunnitty

    uuuunnitty

    Joined:
    Jul 4, 2017
    Posts:
    1
    Hi, have you found the solution? I met the same problem as you.
     
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