FINAL IK - Full Body IK, Aim, Look At, FABRIK, CCD IK... [1.0 RELEASED]

Hey,
Since 0 is the default rotation, then min is supposed to be negative and max positive. If you see that overdraw, you have either both negative or both positive and the rotation of the object will snap to closest limit as soon as you hit play.

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Hey,

The pose from which the solver starts solving does have an impact on the results. The closer it is to the final pose you want to achieve, the easier it is for the solver to reach it and not mess up.
Normally the solver starts from whatever the animated pose is for the frame, but if you don’t have any animation running, you can call ik.solver.StoreDefaultLocalState() to store another “zero” pose.
You can also just rotate some bones directly in LateUpdate via script.

Hey,
Please check out the “Interaction Walls” demo about that. That’s like a fully procedural way to do this. It would look better though with an animation of touching a wall, then using a raycast and IK on top of it to correct the position of the hand.

Hey,
I’m currently just waiting for the new animation system to arrive, see what it’s like and what kind of changes/rewrites need to be made. Does not make sense to build anything on the old Mecanim as it is already abandoned.

Best,
Pärtel

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So, let me clarify once again. There is currently no way to guide the solver evaluation by limiting the twist rotations, right?

I mean I can’t say “don’t twist that bone more than certain angles” and expect the solver will respect those settings. The fnal bone rotations will depends only on a starting pose and a pure luck, no additional guidance possible?

Is there any possible solution to use the fabrik IK and apply the rotation of the IK Target?

So ive got a long arm out of 40 segments. and at the end is a claw. i want that claw to target an enemy. but it needs to do it dynamically around the player in a 3d view.

Any ideas how to solve this?

Hey,

Yes. Although you can apply RotationLimits or Humanoid muscle limits after the IK has already solved. But it will result with the hands not reaching their targets perfectly if those limits are exceeded.

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Hey,
If you need to point that claw towards an enemy, you can use AimIK for that. But there’s no solver in Final IK that can solve for both the position and rotation of the target. You can’t use both AimIK and CCD or FABRIK together, because the best solution for AimIK conflicts with the best solution for the other solvers, so they will just fight each other.

Best,
Pärtel