#The reason I originally kept the entire
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Point is if the character must go vertical or horizontal and they have a body/legs, they'd have to be prevented from going inside the cave walls
Well the character is always horizontal cause the game is underwater but I made a really small collider
Right now it can go trhough tightest of tunnels but the animations clip through
Cause animations override physics
I pretend like the body and legs don't exist
But like, are they supposed to
Is there going to be a lower body that needs to not clip into the walls
No
My character iz horizontal
The only parts of the body he can see is arms when they are stretched in front of him
Reaching for things etc
Nothing behind that js a concern to me, you're supposed to imagine him contorting the body and legs to fit like they do in real life
Only arms are a concern to me
Is the issue just clipping, or does the character need to make some sort of dynamic contact with the walls
The issue is clipping, which is WHY I think I need to do IK or animation rigging
Possibly IK without actual animations is the way to go here but I'm not sure
If the issue is only clipping, the solution might be as simple as moving the arms model back towards the camera based on raycast or overlap check in front of the camera
IK would be overkill
Well tbf clipping is the only problem now because it negates other problems from happening
If I fix clipping, I can see the next problem: my grab animations aren't really grabbing a chunk of the tunnel, evn if they are now not clipping
But you're igh, I don't need an ik solution like final ik for this.
I only need something like find closest collider point, stick hand to that, right?
And figure out how I solve rotation as I go
It seems like an important detail what "grabbing a chunk of the tunnel" means exactly
Chunk items out of it? Grabbing and holding the wall geometry?
I meant latter
when crawling, you should grab the tunnel and propel yourself forward
with simple animation, that won't look right as you won't be really grabbing part of the mesh, unless coincidentally
Right, that is an important detail
That would require IK or constraints
Constraints could be simpler
You could have a grab/pull animation that you trigger after you've positioned the hand/ grab point onto a nearby wall (contact point detected by physics checks)
A Parent constraint might be useful for setting a specific contact point of the hand onto the wall surface, and a Look At constraint to point the whole arm towards where the shoulder should be
Using IK would be a similar idea, but the pull animation and arm movements would be wholly procedural
More control but more work
I might have misspoken or been unclear
by grab/pull animation, I meant simply the act of placing a hand on a wall
if I was using IK, the mere movement of the character forward would look like he is pulling forward due to the joint re-adjustment, right?
I was contemplating between that as A or just using normal animations with animation rigging where the a point on the tunnel collider would act as the target
IK should look better, right?
I think so, it'd adapt to any player movement
It can look better, but the setup is a bit more complicated which ultimately determines how good it'll look, which is also affected by what kind of situations it'll be subjected to
With IK you have to deal with a lot of edge cases like what if the player moves in a weird way or if the environment is bumpy or if the valid wall target is switching rapidly etc
I see
So what would you suggest ultimately
Having a precise plan or even a design document about how the grabbing mechanic needs to work would surely help
It sounds like IK constraints are what you want for this, but that's almost like an artform so it doesn't hurt to practice using them
And having a backup plan, such as no grabbing with the arms just moving back when faced with obstacles to avoid clipping
I thought of a backup plan...but because of the nature of the animations, it can't be that
There exists no other reason why I should see my character's arm other than him grabbing a wall/floor
Cave divers don't swim conventionally
So I guess the backup plan would be to forego arm animation altogether but that would be admittint defeat
Ok thank you for your help, I'll see what I can do with IK constrainst and experiment with different stuff
Can't?
After all, a tool is as good as its maker so no one can tell me what would be best for me
"Plan A" with the non-IK pulling animation might be simpler to make, but might not be flexible enough for your purposes
I mean, there is no reason for my character to have arms out forward if he isn't pulling himself
Therefore, there is nothing to move back if I'm not doing that
Making just pulling animations without clipping I don't think would help, cause I wouldn't be grabbing anything without some kind kf target
Right, I expected there to be a swimming animation for the arms or equipment held out front
That's why I brought up constraints
You'd also be figuring out targets in the environment much the same way as IK
But positioning the hand there via the arms' pivot, while pointing the arm towards the shoulder to respond to rotation
Pulling animation doesn't have to play in full, its time on the clip can be set by distance or it can be a realtime blend between extended and pulled poses
Parent constraint can be used to change the pivot, and look at constraint can be used to keep it oriented towards the body
For a specific type of interaction it's just as capable as IK but simpler
But IK isn't limited to that specific type of interaction
yeah, cave divers never swim with arms
only with legs
left arm will be holding the flashlight
right arms is reserved for item usage like looking at the dive clock and other stuff I have
yeah that's what I was wondering too...because I don't need everything that IK can offer
I'm specifically looking at that one use case
I didn't know constraints were a separate ''thing''....I thought IK constrains meant only...well, bone constraints in regard to their rotation
like, you shouldn't be able to rotate your arm by 180 degrees
Constraints constrain the transform in some straightforward way
Inverse kinematics mean figuring out where two or more bones in a chain should be given a specific target point
a quick google suggests that chainIK constraint is...animation rigging? But without a base animation, yea?
"Rigging" includes bones and constraints, but not animations specifically (but also weighting and skinning in some contexts)
IK is also done with constraints, but of a fundamentally more advanced type
As a rule of thumb non-IK constraints are per-bone, while IK constraints affect entire chains or hierarchies
so if I'm understanding correctly, and I'm not sure that I am, that is exactly what I'm looking for
in fact, that is actually when I meant when I said IK
let me just clarify what I thought and we'll see how uninformed I was
when I said animation rigging, I thought making an actual animation, which I would retarget to a target point
like a grabbing of the wall animation, which I would adjust the target of based on where the wall was
When I said IK, I mean no animation at all, I would define a target point where the hand bone should go, and the solver would figure out how the parent bones should behave based on that
I figured the latter would look and feel better but now I'm a bit confused and what is what
Yes I think you're describing a typical kind of arm IK setup
(Animation Rigging the package also includes both IK constraints and non-IK constraints)
In this example you'll probably want to use the Two Bone IK constraint, since it works well for arms
so do I need a base animation for that or no
Not needed
aha
It'd be entirely controlled by the target and the hint, which determine the contact point and elbow rotation respectively
that is exactly what I was looking for actually
and that's within the animation rigging package?
Yes
Humanoid rigs have their own variety of IK constraints but I've never used Humanoids
And can't say exactly if it works with Animation Rigging
basically what you're saying is, IK can do all that and a lot more, but for this specific thing I'm doing, I don't need an actual complex IK system
cause ik constraints do that thing I Need
IK constraints are actual IK systems
Whether that's complex or not I guess depends how you feel about it
Yes I think ^^
nothing more
I kept my character humanoid cause when I cut off his arms, I could see the end due to some stretched animations
I didn't know where to cut him off
so you're saying I should cut them off again
Cut them off meaning what?
All you need is the arms, although it doesn't really matter much if the body bones are there or not, whether humanoid or generic
(Assuming the IK you're using is indeed compatible with Humanoids)
I see
ok thank you
now I know what do do
at least the animation rigging package is free
Your mesh can include only the arms even if there are bones for the body
Just in case it's more trouble than it's worth to implement a new bone hierarchy just to get rid of the body bones
yes yes
that's what I shall do
and I won't have to worry about where to cut off the mesh
thanks for everything