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Post by Invector on Jul 20, 2016 18:18:25 GMT
Here is the Final IK Integration: I you having issues with the FinalIK when the Ragdoll is enabled, uncheck the option " Fix Transforms"
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Final IK
Aug 11, 2016 18:24:46 GMT
via mobile
Post by Bigyetti on Aug 11, 2016 18:24:46 GMT
Nice, thank you. Will this also work with their new Puppet Master for rag dolls? That will be awesome.
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Post by Invector on Aug 12, 2016 17:56:49 GMT
I will try contact Partel after we release the Melee Combat 1.4 to see what we can do to integrate with Puppet Master
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Post by Pat on Oct 1, 2016 19:31:56 GMT
I will try contact Partel after we release the Melee Combat 1.4 to see what we can do to integrate with Puppet Master That would be amazing! Any news on this?
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Post by Invector on Oct 3, 2016 18:45:55 GMT
I will try contact Partel after we release the Melee Combat 1.4 to see what we can do to integrate with Puppet Master That would be amazing! Any news on this? Not yet, we need to finish v2.0 first to send a copy to him
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Deleted
Deleted Member
Posts: 0
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Final IK
Nov 25, 2016 4:07:11 GMT
via mobile
Post by Deleted on Nov 25, 2016 4:07:11 GMT
Looks amazing !
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Post by bilj on Feb 14, 2017 1:41:04 GMT
when i setup this the ragdoll bugs when i press b
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Post by Invector on Feb 14, 2017 14:29:21 GMT
The FinalIK and the ragdoll have a conflict, but it's super simple to fixed. Just disable the finalIK script while the ragdoll is on, I wrote a script/bridge:
using UnityEngine; using System.Collections; using Invector.CharacterController; 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; } }
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Post by Frosted Brain on Jun 20, 2017 20:49:05 GMT
Is there a way to use IK without breaking hit detection and melee damage
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Post by Invector on Jun 20, 2017 23:52:25 GMT
Is there a way to use IK without breaking hit detection and melee damage I just test the FinalIK FootIK here and it's working just fine with the Melee, you're trying to use other feature?
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Post by Frosted Brain on Jun 21, 2017 0:43:51 GMT
Is there a way to use IK without breaking hit detection and melee damage I just test the FinalIK FootIK here and it's working just fine with the Melee, you're trying to use other feature? I was trying to add it to the shooter melee with a custom weapon; let me try a standard demo wep
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Post by Frosted Brain on Jun 21, 2017 4:54:40 GMT
Anyone know what could be causing this? Just tried to add Final IK to a morph3d male character
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Post by Invector on Jun 21, 2017 12:06:43 GMT
Looks like Final IK does conflict with our IK after all, I will contact Partel to check the issue but the FootIK still works... so probably something in your model.
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Post by Frosted Brain on Jun 21, 2017 14:22:59 GMT
Looks like Final IK does conflict with our IK after all, I will contact Partel to check the issue but the FootIK still works... so probably something in your model. Ah, thought I was just losing my mind hah! Thanks I am using the morph 3d male character for my melee shooter character. Seems like there is also no way to correctly line the weapon up in the M3D character's hands with the IK system invector provides
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Post by retired on Aug 23, 2017 15:02:52 GMT
Anyone know what could be causing this? Just tried to add Final IK to a morph3d male character To fix this you have to rotate the lShin bone 1 degree on the X axis and the rShin bone 1 degrees on the X axis. The knees needed to be bent basically.
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