#IK Motion Layer Settings

1 messages · Page 1 of 1 (latest)

lucid adder
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So I saw in the demo folder "IKMotion_AttachmentEditing" so I used it with the LinkAnimatorLayer and it plays perfectly but then it automatically goes to the default position. So my question is how can I play that motion and keep the arms and weapon in the same position and then when I want it it should go to the default position. Thanks!

bleak gazelle
lucid adder
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So how do one create a new animation for inspecting a weapon? Is there any documentation I can follow or a video? Thanks!

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Is it possible to move any IK bones such as hands to move the weapon at runtime?

bleak gazelle
lucid adder
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Sorry to bother you but how can I create a new animation with keyframes for WeaponBoneAdditive when I can't see what is moving with it? And I just tested the IK Extractor with random position movement referencing InspectStart animation and I get null error. I'm probably doing something wrong with the IK Extractor tool. All I want is to move the arms and the weapon into another position, more angled when inspecting it (attachment editing)

bleak gazelle
lucid adder
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Yeah and I do, but I want it more angled, to see more of the weapon on the screen because UI is overlaping because I render UI based on the world position of a gun. If you can understand what I want

bleak gazelle
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and reference animation should be the inspect start motion

lucid adder
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Is that the same IK Extractor or something else? There is "Is Additive" variable on the bottom of the IK Extractor

bleak gazelle
lucid adder
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So if i understood you, target and reference animation should be the same because im just adding rotation offset to it? So what should be on "from" and "to". "Root" is "Skeleton" on the default character right?

bleak gazelle
lucid adder
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Something like this?

bleak gazelle
lucid adder
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And then I get the error below

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UnityEditor.AnimationUtility.GetEditorCurve (UnityEngine.AnimationClip clip, UnityEditor.EditorCurveBinding binding) (at <2201ab87e660427c974282df3bb3cf36>:0)
KINEMATION.FPSAnimationFramework.Editor.Tools.CurveEditorUtility.GetVectorValue (UnityEngine.AnimationClip clip, UnityEditor.EditorCurveBinding[] bindings, System.Single time) (at Assets/KINEMATION/FPSAnimationFramework/Editor/Tools/CurveEditorUtility.cs:12)```
bleak gazelle
lucid adder
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Yeah but you said to use that animation (in the demo folder) so if i cant use that animation how can i rotate the arms and the gun?

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Is there a way to move them through a script? At runtime?

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I'm sorry for bothering you, just trying to learn

bleak gazelle
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These animations are used in the demo animator controller

lucid adder
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Yes, that's what I'm using

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And getting the error said above

bleak gazelle
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No, you used a different animation #1264270013846782035 message

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Assets/Demo/Animations/General

lucid adder
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There is no general folder, just weapongeneral

bleak gazelle
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does your animation contain the weapon bone additve keyframes?

lucid adder
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Yes

bleak gazelle
# lucid adder Yes

The issue is with the extractor logic actually, it's been fixed already in upcoming 4.6.0 patch. Go to the IKAdditiveGenerator.cs and replace the 46-line condition with this one !binding.path.EndsWith(_extractFrom.name)

lucid adder
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Thanks, that works 🙂