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How to use the Final IK of Unity plug-in

2025-02-22 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Internet Technology >

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This article is to share with you about how to use the Final IK of the Unity plug-in. The editor thinks it is very practical, so share it with you as a reference and follow the editor to have a look.

What is the use of this plug-in:

In general, the animation of the characters in the game is to show the action of the characters by loading a bone animation. The action is made by the game animator to adjust the posture of the character skeleton at different times in 3D software to generate continuous animation. Or by motion capture, record people's movements, and finally import into the game engine.

Although the two methods are different in the production process, in the end, there is not much difference for the game engine-both actions are fixed and cannot be changed. But in the game, this type of bone animation often can not meet the demand, for example: an animation of picking up props on the ground, in the game, the props are not necessarily on the ground, but on the table or on the wall. It is impossible for us to make an animation of picking up props in the corresponding position for every situation. At this time, we need a new way to drive the bones of the whole body to complete the action of "picking up". And this needs to use the plug-in Final IK.

In addition, a very natural action can also be achieved for a combination of objects without bones, such as a robotic arm.

Why use this plug-in:

Compared with unity's own IK system, final ik setting is more convenient and has a wide range of uses. There are many situational applications, such as action systems for interacting with objects.

Make good use of this plug-in, you can use a small number of fixed animation, based on the fusion of IK actions, to make a variety of interactive actions!

Very useful for making rpg,fps games.

VR game is also a very interesting application direction: the current first-person vr game basically has no body, only a pair of hands. If the positioning information of vr handle and VR glasses is used to drive the whole body bones of player characters in the game, approximately synchronizing the movements of real players, once realized, it will greatly improve the sense of substitution.

Final IK details:

1.Aim IK: set a goal with the end of the joint always facing the goal, which is generally used as the head orientation.

Steps:

A. Add Aim empty objects at the model head node and reset

B. Add Aim IK components to the model and fill in Aim Transform and 4 joints from the root spine to the head (weights can be set)

C. Create the target target (empty object) directly in front of the face

D. Add an empty object Pin to the model in the same position as target

E. Add Aim Boxing script to target with model object and pin as parameters

F. Move the target after running, and the face of the model drives the upper body and always faces the target

2.Biped IK: one more head IK control than Unity with IK

3.Full Body Biped IK: the enhanced version above, with more controls (elbow, shoulder, waist, knee, crotch, etc.)

Steps:

A. Add the component script to the model

B. Fill in the root node

C. Increase the weight if you want to control a certain IK, and there is a cube controller at runtime, through which you can control the corresponding IK

D, script control:

Public FullBodyBipedIK ik

Public FullBodyBipedEffector effector;// enumerates variables, choose your own

Ik.solver.leftHandEffector.position = leftHandTarget.position

/ / assign a position to the IK control point of the right hand, that is, move the right hand to the specified point

Ik.solver.GetEffector (effector). Position = target.position

/ / assign a target to the specified part

4.Limb IK:3 points, connect 3 bones, end points drive 2 bones, pay attention to add Bend Goal to control the direction of contraction

Enhanced version of 5.CCDIK:Limb IK, which can connect multiple bones and can be used to make tails, ropes, robotic arms, etc.

6.FABRIK: similar to CCDIK, but more flexible, can be used to make steel bars, tree trunks, etc.

7.Grounder FBBIK: the IK effect of a humanoid model moving over a variety of terrain

Steps:

A. Add this component to the model

B. Fill in the model object with parameters

C. Rigid bodies and colliders should be added to the model

D. After running, the mesh of the foot of the model will fit the terrain (the sole of the foot will remain flat, but it will tilt differently according to the terrain)

E, only need to walk animation, you can show the animation effect of walking on all kinds of terrain (stairs, slopes)

8.Grounder IK: the effect is the same as above. Models with unknown number of feet are available, and the number of feet can be customized.

Steps:

Add limb IK to each leg of the model and fill in the bone parameters from the root of the leg to the foot

B. Add grounderIK components to the model and fill in all legs, model mesh objects and character controller objects

C, custom walking controller, which can walk on any terrain after operation.

9.Interaction System: interaction system, which can obtain and control the specified ik, showing the effect of moving in the opposite direction.

Steps:

Create an empty object Box and add an Interaction object script

B. Intercept the palm bone, add the Inateraction Target script, set the parameters and rotate the palm angle, which is the placement angle when touching the object plane.

C. Add palms to Box

D. Add Interaction System to the model

E. Add control script:

InteractionSystem.StartInteraction (FullBodyBipedEffector.RightHand, box, bool)

/ / execution event

10.LookAtIK: make the model face to a certain point, which is better than Aim IK when facing the head, and is easy to use with biped ik.

Steps:

A. Add LookAtIK components to the model

B. Add headers

C. Add spine from root to neck

D, run

11. Analysis of various examples:

Boxing: there is a special FBIK Boxing script control, the hand weight changes with the curve, the end of the fist is the trough, when hitting the target is the peak

B, handshake, push and pull, pick: use the interaction system

C, driving: there is a special FBIK Driving Rig script control

D, robot foot: apply angle limit and joint limit

E, strike effect: hold a long stick in hand, swing the target, can shoot the target; apply 2 scripts to Motion Absorb.

F, kissing: there is a special Kissing Rig script

G, push the wall: special Touch Walls script

Thank you for reading! This is the end of this article on "how to use Final IK for Unity plug-ins". I hope the above content can be of some help to you, so that you can learn more knowledge. if you think the article is good, you can share it for more people to see!

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