FPS Full body awareness when I just have arms

I was wondering if anyone had any suggestions on how to add a full body to FPS arms. I downloaded a set of arms, weapons and animations which all work very nicely but I would like to figure out how to add a full body without adding another set of arms which may conflict.
Ideas would be great.

I mean, you’d have to model and rig the rest of the body, probably.

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You probably want to just replace the entire thing and learn how it works. Something like Final IK is pretty good at this stuff.

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You need to learn animation controller. You will need a set of anims for moving etc. Use a mask to mask away the arms from the movement animations because you want the existing weapon animation drive these. Create a full body rig that has no head. Make the neck area just a stump. Fixate the camera so when looking down its looks good with the neck stump. Polish for months

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Alternatively, if you’re willing to waste a lot of time:
I’ve used custom IK for the body, arms and head (I bet Final IK will do the trick as well).
(foot IK causes trembling, which is quite annoying to deal with, so I don’t recommend it)

Works most of the time. There’s a bunch of edge cases, but its looking pretty good most of the time.
And yeah, you’d need to hide head somehow.

For me UMA had a head slot that I’ve replaced with the invisible shadowcaster mat only, so it doesn’t clip with the camera frustum and still casts shadows.

Pros:

  • You don’t need any animation setup, except of basic model animations (like running, idle, etc), and the animation itself will contribute arms / elbow movement (no sway hacks required!)
  • Procedural interaction support (e.g. interactive objects handling, like switches, buttons, anything else)
  • VR compatible, since you’ve already will have an arms mock setup, and the model will follow it.

Cons:

  • Hard to setup (and / or implement, unless using assets) and may take a lot of time polishing.
    (In a sum took me about ~150-200hrs to figure this stuff out, might take less if IK is replaced by some pre-built solution like Final IK)

FinalIK has working foot IK. We use it for our VR game,

Old clip, we have improved moon walking a bit since then, etc. But we do not use root motion.

Or you could use the scripts from this blog post as a base, its for the new animation c# jobs system that allows you to author runtime IK, and it has some great IK already built in the post:

No need to fork out £90 for finalIK :slight_smile:

Alternatively alan zucconi has a great series on runtime IK if you want to understand the math behind it all

Well, you’ve got a VR game where camera movement is authored by the user all the time.
Foot IK will work there just fine.

For something like FPS (not VR) it will probably just cause tremble which can’t be smoothed that easily (or I’ve implemented my IK wrong, which is also can be the case).

Its probably possible to use as well for the player, but I’ve opted not to do this.
This is way too AAA stuff for me.

OP haven’t mentioned whether its VR or not, so I probably assume it is not.

We use it for our AI too which is more like a standard FPS and there we even use root motion. It works pretty fine. But I talk about FinalIK not vanilla IK…

I mean camera tremble (from all of the movement (foot + body + head + arms + animation)).
Extra microtremble from the Foot IK may drive player nuts. Even with a bunch of smoothing applied it just not good enough. Foot IK just makes everything extra unstable when trying to resolve the skeleton.

Again, that might be my lame implementation, and other people will probably be able to nail it.

Not the model tremble (that’s fine).

Ah dude, got it. Yeah. You need to filter the camera. (with or without IK) if you let the animation drive the camera ytou need to filter

edit: There is a great vlog about that from some game which I dont remeber wiched used their third person view to drive first person. looked great

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Thanks for all the great replies. And yes, this is not for VR. I am cringing looking at the price of UFPS but it appears as your character can be set up with masked out arms.