Does not require Unity pro.
Simple foot IK modifies the animation procedurally so that the feet position and angle matches the ground even if the ground is not flat. Simple foot IK also enables the character to run up and down hills and stairs. For normal biped bone riggings Simple foot IK is set-up and auto configured by just dragging and dropping the SimpleFootIK script onto your character. Simple foot IK features IK weighting for smooth enabling/disabling.
For some models there is a bug in the foot IK, it does not matter for most riggings. I have a fix for it. Please email me if you are having a problem. Will be fixed in the next update.
It is pretty efficient. It is also possible to trade some quality for additional efficiency (must be coded). I do not know where the upper limit is, cannot promise.
Hello, I am looking to replace the locomotion system (by runevision) for my quadruped models with something compatible with mecanim. From the content of the demo scene, I assume it is compatible with mecanim. Is the system compatible with quadrupeds? If so, are there any tutorials planned for a non-biped application?
I purchased the asset, but I’m not able to get it working.
I bought and imported the package. In the demo scene, the character is only moving forward and backward, no turning or side to side movement is possible.
Next I followed the readme and applied the SimpleFootIK to my biped character. This causes the character and camera to jump around erratically. I’m not sure I understand what my controller should control and what SimpleFootIK should control. Obviously SimpleFootIK has no way of knowing the states my animator implements and thus I must do that via my controller. But am I right in thinking that the SimpleFootIK script wants to control all movement of my character’s transform as well as the camera? I figured it would just make some SetIK calls or something to reposition the legs and feet. I’m not understanding something.
Hello Itchy
Sorry to hear you have problems.
In the demo scene the mouse turns the character, there is no strife implemented.
Add this to line 74 in the IK_Move script:
It will make the character follow the rotations of your animations.
Erratics usually comes from the IK raycasts hitting colliders of the character. Do This:
Then set the layer of any collider you have on the character to the Water layer.
The SimpleFootIK only cares to control the y movements of the transform, to have it follow the ground. The other movements are meant to be just the root motions of the animation.
We’ll get it to work for you, don’t worry. Tell me if this solved you problems.