#go one step at a time: first do the 2
1 messages · Page 1 of 1 (latest)
Hey, ive got this done to its set to the as follows
This is the same for the right arm
Ive Disabled the script for the mean time
the only way you get the bone distortion you showed us is by assigning the wrong mid section
maybe you have a 2 bone forearm for wrist twisting , check your bone hierarchy
Would it be the "Source" objects or the bones as the Bones appear correct
and theres only 1 for each
show me your bone hierarchy
you're right it's a simple arm, no twist bone.
can you replace the bones with a plain cube hierarchy? just to see if they move into ik position
i've never seen that, ik2b works out of the box.. but it looks like is not even moving the elbow
? what you mean sorry like add a Cube to the IKLeftArm and RightArm emptys?
like create a hierarchy of boxes in a blank scene
and apply ik2b then move the effector by hand at runtime
it's possible that kinematic now needs a manager in your scene
add a rigbuilder to the root, see if that helps
btw there are better ik out there, even free ones on github. better = more sensible to use and with better results
the jobs overhead for such simple things is noticeable
how do i add one sorry im really not doing great in this section
using unity rigging is like trying to kill a mouse with a steamroller, in your house
add rigbuilder component to the root then drop your ik2b in the rig builder
perfect metaphor
this should work. so i recommend you stir clear of unity stuff, its all half baked with zero artist input
look on github and test the simplest one
i dint remember what i use
if you plan to have full body ik, then buy that ik asset with 5 star and hundreds of reviews
i only really want Half body with head and Hands
but in the future: that's how you test = isolate
ill have a look
anything specific to search
same as full, multi chain, you'll need that asset
final ik
isnt that 90$?
i mean true but still