Hey!
I have been working with the locomotion system for a while now, and i realized there was some issues with the upper body IK, possibly lower too. I noticed this problem in the bootcamp demo aswell.
I followed the bootcamp demo to make a workning transition to jump, which was actually to blend the set of “running” animations off and then blend on with a set of animations that were not used for locomotion calculation,
Otherwise it would continue to calculate steps in the air. I did exactly as the demo, and i got the same problem they seem to have - the upperbody IK is aligned based on movement velocity. it snaps back to 0 when the set of running animation that calculates locomotion is off. i didnt notice any snappnig of the legs IK though. Could be cause they were close to the reference animation during the snap.
So when moving in higher speed and then jump it is really noticable that it snaps back. I haven’t managed to solve this by myself yet, and the code is a bit above my head. Should i take another approach in the animation script? I tried variations of animation blending without any luck of “hiding” the IK snap.
My current “solution” is to inactivate the upperbody IK, and instead blend that with animation but it looks weird.
Any help would be appreiciated.
Thanks.