Final IK Details:
1.Aim IK: sets a target that is always oriented towards the end of the joint and is generally used for head orientation.
Steps:
A, add Aim empty object at the head node of the model and reset
b. Add aim IK components to the model and fill the 4 joints of Aim Transform and head of the spine (weight can be set)
C, create target targets(empty objects) in front of the face,
D.add an empty object Pin to the model, the position is consistent with the target
E. Add Aim Boxing script to target , parameter is model object and pin
F, after running the target, the model's face drives the upper body and always moves toward target .
2.Biped ik: One more head ik control than Unity comes with IK
3.Full body Biped IK: Upper version, more controls (elbows, shoulders, waist, knees, crotch, etc.)
Steps:
A. Add the component script to the model
b, fill in the root node
C, to control an ik to increase the weight, the runtime will appear a square controller, through which you can control the corresponding ik
d, script control:
Public Fullbodybipedik ik;
Public Fullbodybipedeffector effector; // enum variable, choose your own
Ik.solver.leftHandEffector.position = lefthandtarget.position;
assigns a position to the right-hand IK control point, i.e. to move the right hand to the specified point
Ik.solver.GetEffector (effector). Position = Target.position;
Assign a target to a specified part
4.Limb IK:3 points, connect 3 bones, end point drive 2 bones, note add Bend Goal Control the direction of shrinkage
5.CCDIK:limb IK 's enhanced version, can connect multiple bones, can be used to make tails, ropes, robotic arms, etc.
6.FABRIK: Similar ccdik, but more flexible effect, can be used to make steel rods, trunks, etc.
7.Grounder Fbbik: IK effect for human models when moving on various terrains
Steps:
A. Add the component to the model
b, parameter fill model object
C, model to add rigid body and collider
D, after operation, the mesh of the model's feet will fit the terrain (the soles of the feet will remain flat, but will be tilted differently depending on the terrain) .
e, only need to walk animation, you can show a variety of terrain (stairs, slopes) on the animation effect of walking
8.Grounder IK: The effect is the sameas the model is available for the number of satisfied numbers, the full number can be customized
Steps:
A. Add limb IK to each leg of the model and fill in the bone parameters from the leg root to the foot
b. Add Grounderik components to the model and fill in all legs, model mesh objects, and Role controller objects
C, custom walking controller, can walk on any terrain after running
9.Interaction system: Interacting systems that can get the specified ik and control, showing the opposite movement effect
Steps:
A. Create an empty object Boxand add the Interaction object script
b, capture the palm bones, add inateraction Target script, set parameters and rotate the palm angle, this is the point of view when touching the plane of the object
C. Add the Palms to the Box
D. Add model Interaction System
E. Add control script:
Interactionsystem.startinteraction (Fullbodybipedeffector.righthand, box, bool);
Execution Events
10.LookAtIK: Make the model face a point that is better than Aim IK as the head is facing, and easy to use with biped IK .
Steps:
A. Adding lookatik Components to the model
b. Add Head
C, add spine from root to neck
D, run
the analysis of various examples:
A, boxing: There is a special FBIK Boxing script control, the weight of the hand with the curve, the bottom of the fist, hit the target peak
b. Handshake, push-pull, pick-up: Using the interaction system
C, driving: There is a special FBIK Driving Rig script control
D, machine foot: Apply angle limit and joint limit
E, hit the fly effect: hand-held long sticks, swing target, you can hit the target; 2 scripts applied to Motion absorb .
F, kissing: There is a special kissing Rig script
G, Push the wall: dedicated Touch Walls script
Unity to force plug-in final IK