mecanim IK not respecting muscle limits

Hi
i have set my avatar and set the muscle bending limit to the correct values so it will not overlap other body parts, however after i add the character to the scene and set IK goal for ex left arm and move the IK target the arm will go into the body :frowning:
if this is not a bug then whats the point from the muscles ?

I’ve requested a fix for this for many times since Mecanim introduction, but they never did.
Also is impossible to access muscle variables and fix by yourself because there’s no script api for muscles. Pretty useless :slight_smile:

We have to accept unity way for adding “broken features” :slight_smile:

Bug report it. Only way they will know something is wrong. That is pretty weird though.

They know. The Mecanim team just don’t care about it for now.

Bah…
So i switch my character animations to use mecanim and i ended up with broken IK :frowning:
basically the whole IK is unusable right now:
no respect to muscles
no elbow or knee control
no foot placement
head look controller script was doing the job better than this mecanim thing :slight_smile:

Hi guys,

Mecanim IK has been designed to fix differences in position (and orientation) on feet and hands after retargeting.

Retageting generally induce small position errors due to difference in proportion of the target character.

The fact that those error are small, there is no need to enforce limits or give elbow/knee hints while solving.

The final IK solution will stay close enough to initial limbs configuration to prevent animation problems like arms entering upper body.

In any case, animation should bring body pose roughly to 90% of the way and only rely on IK for final adjustment.

Please use accordingly!

This said, a full keyframing rig respecting joint limit/stiffness, elbow/knee hints and body collision detection is something we are looking into, but don’t mix the two beast.

The current IK solution is blazing fast and it is a no-brainer to use it on hundreds/thousand of characters.

Cheers,

bOb

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no foot placement =====> what are you referring to? is that automatic placement of the feet on uneven terrain?
head look controller doing a better job =====> can you elaborate a bit?