Okay this was in another post, the subject didn’t reflect it properly so nuked it and posted everything here…
I had this thread going here:
http://forum.unity3d.com/threads/168...31#post1153131
And after the response there i found this:
I want to use the IK by dogzer to make this ragdoll model (Created from a t-stand model) follow a sword around haplessly, the sword has a capsule collider and is controlled for now by keyboard arrow keys.
But I have to say I wire it up in my scene and things go ape sh*t. So pretty sure I am not using the IK script correctly. This is the mapping I have:
Upper Arm : My Models RightShoulder
Forearm : Models RightForeArm
Hand: Models RightHand
Target: Sword Blade
Elbow Target: No CLUE what to put here?
Is enabled: YES
debug yes
transition 1.
EDIT:
I have played witht his more found this tutorial:
I have an elbow target, as a cube i created (The t-stand turned ragdoll and the blade collide with it :/) and i realized i did have the blade1( which was the target) inside the t-stand models connection as per the first link in this post. Took that out, it works “better” but the whole model doesn’t go with the sword. I can turn off gravity on ragdoll, it sort of “sticks out a hand” but never movesssss with the sword. I thought this would be easy but was so so wrong and not feeling very deft with Unity.
Still hacking, figured maybe not IK is the answer…tried this in the 2d character controller for the blade:
follower.transform.position = this.transform.position;
follower.transform.rotation = this.transform.rotation;
I want them like “glued” together, and yet, i would really love the collisions of the ragdoll to be there for “ground” but not pop thru or anything, mostly the capsule collider on the blade being everything. I am beginning to think this just isn’t solvable…