Final IK + Invector Shooter Fixes
May 14, 2018 21:41:07 GMT
sjmtech, komposite, and 1 more like this
Post by Frosted Brain on May 14, 2018 21:41:07 GMT
Final IK is a very neat addon and IMO is a must have for any TPS action game! However , as you good folks may know; there are quite a few bugs with Invector. Here are the game-breakers and how to fix them!
1 - Invector Shooter+Final IK
To fix the bug above, change your Full Body Biped IK's script to reflect the "weight" value below and your aim IK should be normal again
0.548 was the perfect weight value for me at 4 iterations
2- Invector + Morph 3D + FinalIK
To fix the broken legs on Morph3D characters ; go to the root of the model and rotate the lShin -10 degree outward. For the rShin bone rotate this 10 degrees outward and your model should appear normal on runtime
3- Broken Ragdolls with Final IK (Original Fix By @invector)
This is an updated version of the ragdoll fix for Player Characters.
Use this if you are clipping through the ground/Tpose on ragdoll (You should be experiencing this no matter what if you use invector+FinalIK)
Add this "vFinalIKBridge" to the player controller right under your Full Body Biped IK script
And here is the same fix but for AI controllers
Add this "vFinalIKBridgeAI" to the AI controller right under your Full Body Biped IK script
1 - Invector Shooter+Final IK
To fix the bug above, change your Full Body Biped IK's script to reflect the "weight" value below and your aim IK should be normal again
0.548 was the perfect weight value for me at 4 iterations
2- Invector + Morph 3D + FinalIK
To fix the broken legs on Morph3D characters ; go to the root of the model and rotate the lShin -10 degree outward. For the rShin bone rotate this 10 degrees outward and your model should appear normal on runtime
3- Broken Ragdolls with Final IK (Original Fix By @invector)
This is an updated version of the ragdoll fix for Player Characters.
Use this if you are clipping through the ground/Tpose on ragdoll (You should be experiencing this no matter what if you use invector+FinalIK)
Add this "vFinalIKBridge" to the player controller right under your Full Body Biped IK script
using UnityEngine;
using System.Collections;
using Invector.vCharacterController;
using RootMotion.FinalIK;
public class vFinalIKBridge : MonoBehaviour
{
FullBodyBipedIK finalIk;
vThirdPersonController motor;
void Start()
{
finalIk = GetComponent<FullBodyBipedIK>();
motor = GetComponent<vThirdPersonController>();
}
void Update()
{
if (motor.ragdolled)
finalIk.enabled = false;
else
finalIk.enabled = true;
}
}
And here is the same fix but for AI controllers
Add this "vFinalIKBridgeAI" to the AI controller right under your Full Body Biped IK script
using UnityEngine;
using System.Collections;
using Invector.CharacterController;
using Invector.vCharacterController.AI;
using RootMotion.FinalIK;
using Invector;
public class vFinalIKBridgeAI : MonoBehaviour
{
FullBodyBipedIK finalIk;
v_AIController motor;
void Start ()
{
finalIk = GetComponent<FullBodyBipedIK>();
motor = GetComponent<v_AIController>();
}
void Update ()
{
if (motor.ragdolled)
finalIk.enabled = false;
else
finalIk.enabled = true;
}
}