I can’t wait to introduce the WIP Asset Store package that contains most of the inverse kinematics solutions known to mankind (or at least to game developers :)) - FINAL IK.
Final IK contains:
Full Body IK system for biped characters
Biped IK - alternative solution to Unity’s built-in Avatar IK system that provides more flexibility and works in Unity Free with the same API
CCD (Cyclic Coordinate Descent) IK
Multi-effector FABRIK (Forward and Backward Reaching IK)
Look-At IK
Aim IK
Limb IK
Rotation constraints - Angular, Polygonal (Reach Cone), Spline and Hinge rotation limits that work with CCD, FABRIK and Aim solvers
Technical overview:
Requires at least Unity 4.3
Does NOT require Unity Pro
Does NOT require, but works with Mecanim
Tested on Standalone, Web Player, IOS and Android
Source code included
Custom undoable inspectors and scene view handles for each component
Warning system to safeguard from null references and invalid setups
Optimized for great performance
Modular, easily extendable. Compose your own custom character rigs
HTML documentation, fully documented code
Demo scenes and example scripts for all components
Using constrained CCD IK to create custom realtime IK rigs
Creating a 360 degree aiming system of 2-handed weapons with 6 static aim poses and Aim IK
FBIK driving rig
Using FBIK effector offset to customise animation in realtime
There is much more to Final IK, I will post more videos as soon as I get them done. Coming up are super long constrained IK chains, multi-effector FABRIK and Rotation Limits to name a few so stay tuned :).
Thank you a lot guys :). I have not decided on the pricing yet, at this point I just want to concentrate on finishing the package and making sure it is rock solid and as bug free as possible, so I don’t want to promise anything specific at this point. But since it was born as a pet project and has cost me zero dollars to develop so far, it will probably be the most affordable advanced character IK system in the industry
The FBIK solver on one character with the default quality takes about 0.09 - 0.14 ms on my MacBook Pro. With minimum quality it is only about 0.06 ms, which is less than Animator.Update takes for that character and I still have some ideas to optimise the solver further. I have not done any proper stress testing yet, but I enabled FBIK on the 20 unique test characters that I have and the scene was still running hundreds of frames per second on my machine. FBIK can also be smoothly weighed out for characters in the distance.
Here is a profiler screenshot of a character with FBIK (the default quality):
I have no idea why i looked over the thread title on the forum, but i’m so glad I clicked this, this looks so useful the mind boggles. And would sort out my animation a treat, very impressive work, well done. Likely I wont be able to afford it initially… like you have have hopes of something amazing being cheap but this deserves a good price tag, although you suggest affordable, it really is impressive.
I’ll definitely try grab it before too long… its exciting thinking of what I can do with it and my own rigged models already! So in that regard i hope the wait for a final product isnt too long and i can watch a lot more examples in action
Wow, thats incredible, it was something I wondered about (performance) but i’m glad to hear it.
One more questions I have though: Could you perhaps give a demonstration of as many IK affected avatars in one scene as possible? Of course its understandable that its still a WIP, and it’ll be running on a macbook with some sort of screen capture software but I think we’d all love to see whether this tool is ready for large scale use (yet ).
Cheers
Just a quick question and wont affect a purchase, can you attach an effector to an object with a collider/rigidbody so it can be influenced by the physics system? Most obvious example might be dragging something along the floor, or a famous example of it is the kid moving yorda along by holding her hand in Ico (Like if the pressure on a link crosses a threshold it might change the animation of the thing you’re dragging)
I am getting this thing anyways, it looks like a gamechanger for mixing procedural animation with canned animation, i just asked the above cause i’m already planning how I can integrate it