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Post by Frosted Brain on Aug 23, 2017 15:07:12 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 -10 degree outward and the rShin bone 10 degrees outward. This is a Morph3D issue and was solved by one of there devs by recommending the above. Thanks a lot for that fix! Do you know if the gun IK will align properly as well?
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Post by Frosted Brain on Aug 24, 2017 23:20:30 GMT
When trying to add the final ik bridge in the OP I get script class cannot be found
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Post by retired on Aug 26, 2017 1:21:53 GMT
When trying to add the final ik bridge in the OP I get script class cannot be found Try updating to the latest version of FinalIK, something was likely changed if you aren't on current.
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Post by matthiasdeo on Sept 4, 2017 20:13:37 GMT
Just a small thing I've noticed. The bridge script for FinalIk provided in the OP works only for the player controller; I modified it slightly to work with the AI controller.
using UnityEngine; using System.Collections; using Invector.CharacterController; 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; } }
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Post by Devistute on Nov 28, 2017 17:02:11 GMT
Is there any news on Puppet Master intergration?
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Post by romanchikov on Dec 22, 2017 10:35:35 GMT
Is there any news on Puppet Master intergration? I am interesting in this integration too. Any news?
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Post by antoripa on Jan 10, 2018 11:11:02 GMT
Hi Invector .. any progress on that ? 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 xxhaissamxx on Feb 13, 2018 5:57:43 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. Any Update ?
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rich
Junior vMember
Posts: 38
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Post by rich on Apr 28, 2018 7:17:00 GMT
Any updates on Final IK compatibility for aiming?
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Post by Devistute on May 13, 2018 9:11:11 GMT
For those who get error with Final IK Bridge and Invectors latest Shooter & Melee & Basic Template, here's fixed script. Fix was to change only one namespace so not very impressive fix at that though 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; } }
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Post by Frosted Brain on May 14, 2018 21:15:30 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. Any Update ? Been meaning to post the final IK fix for aiming for a while now folks sorry : x If you are getting the bug shown above with final ik and shooter weapons then you need to adjust the "weight" on the final IK script.
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Post by aleksandr409 on Dec 6, 2019 22:42:38 GMT
Is there any news on integration. Is everything working fine?
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Post by Invector on Dec 20, 2019 14:16:03 GMT
Been meaning to post the final IK fix for aiming for a while now folks sorry : x If you are getting the bug shown above with final ik and shooter weapons then you need to adjust the "weight" on the final IK script. This issue was fixed by Final IK last time we check and everything was working smoothly, if anyone gets any issues please report here
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Post by tsuyoiraion on Sept 13, 2020 18:16:58 GMT
Been meaning to post the final IK fix for aiming for a while now folks sorry : x If you are getting the bug shown above with final ik and shooter weapons then you need to adjust the "weight" on the final IK script. This issue was fixed by Final IK last time we check and everything was working smoothly, if anyone gets any issues please report here Just integrated Final IK with the melee setup and noticed the foot glitch still occurs as another person mentioned, it happens on very specific angles and if idle on those angles the feet jitters constantly.
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Post by Pesadelo do Espantalho on Feb 27, 2021 16:58:14 GMT
Hi, There is no support for the Ik of the "Third Person Controller - Shooter Template" weapon?
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