So I understand the components of the animation rigging package, and I can successfully setup a 2 bone IK constraint the the hands/feet of a character, such that, moving the hand moves the elbow, and it is solved correctly. I have also written a script that makes the character walk procedurally, via raycasts, and using a Mathf.Sin() to move the feet ik targets.
The thing that I am struggling with however, is moving the rest of the body in accordance. For example, if i have a character that walks on all fours, I want the shoulders to move with the elbows.
Any attempt I try to make to implement this, results in failure, mostly to do with the child parent relationship of the bone hierarchy. Attempting to chain multiple 2 bone contraints also doesn’t not work. Is there a way to do this, or will I have to develop my own full body ik system, since unity does not provide one.
Should I be thinking that, the shoulder moves, then the hand moves, or vise versa? Any help is greatly appreciated.