Accurate limbs?

Hi,
I have an inported 3D person that I would like to move by vectors instead of by rotations, but every time I love a limb by vector or translate a limb using a Javascript, the other limbs that are attached to it stay in place and do not rotate but only the connecting triangles from the connecting limb(s) rotate and scale accordingly in order to connect to the connecting limb. Is there a command to use that would make the other limbs move and rotate in order to connect to eachother when moved by vector?

Thank you,
Michael S. Lowe

Some kind of picture might help :slight_smile:

I think you might simply want to organize the limbs in some kind of hierarchy in your 3d modeler and/or Unity itself.

It’s called Inverse Kinematics Solving, I’m not sure if Unity supports this.

It doesn’t sound like he wants IK solving, which can be implemented in Unity but isn’t something you get “for free”.

If IK-driven animation is in fact what he’s after, there is the LocomotionSystem project:

Thank you pod. I tried doing everything in the documentation and noticed that the character walks funny. When he walks, his waist wobbles to the left and right and he limps.