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Post by tsuyoiraion on Dec 2, 2018 21:32:54 GMT
Weapon IK glitches out anytime a weapon is equipped, doesn't matter what state i'm in (idle, moving, aiming, etc.) since i use IK active for each state. It also happens with every weapon and not just a single weapon. I'm not sure exactly what is causing this as it wasn't happening before but just started happening all of a sudden, could be a setting i changed but again, not sure where. Any thoughts on this would be really helpful as it basically breaks gameplay entirely Here's a video of the issue:
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Post by Invector on Dec 3, 2018 13:52:24 GMT
Are you using Final IK by any chance?
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Post by tsuyoiraion on Dec 3, 2018 17:14:17 GMT
Are you using Final IK by any chance? I'm not, the only thing i'm using is the scripts/setup provided in Invector package (shooter) and my own custom scripts (which aren't handling IK in any way)
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Post by Invector on Dec 3, 2018 17:53:34 GMT
Hmmmmmm actually... did you notice that this only happens when your character blinks?
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Post by tsuyoiraion on Dec 3, 2018 17:57:54 GMT
Hmmmmmm actually... did you notice that this only happens when your character blinks? Oh boy :p you are right! Actually i lied, I am using LipSync Pro to handle the blinking and talking. Why would this affect the IK? It's only handling the eyes and utilizing the Morph3D blendshapes to do so.
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Post by Invector on Dec 3, 2018 19:25:27 GMT
No idea! We used to have a conflict with Final IK but Partel fixed on the latest updates
Check their forums or send an email to support to see if there is an option in the inspector to check or something
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Post by tsuyoiraion on Dec 3, 2018 23:00:50 GMT
No idea! We used to have a conflict with Final IK but Partel fixed on the latest updates Check their forums or send an email to support to see if there is an option in the inspector to check or something So i've traced the issue back to Morph3D as if I turn off the blinking system (which is part of lipsync and not morph3d) and then manually make one of the eyes blink with morph 3d's blendshape, the glitch occurs.
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Post by tsuyoiraion on Dec 4, 2018 16:53:27 GMT
No idea! We used to have a conflict with Final IK but Partel fixed on the latest updates Check their forums or send an email to support to see if there is an option in the inspector to check or something So since this is a Morph3D conflicting issue with your shooter pack and Morph3D, would you be looking into this or should I talk to Morph3D creators?
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Post by Invector on Dec 4, 2018 17:31:54 GMT
That's pretty strange, one thing shouldn't be tied to the other... try asking to their support if the eye blendshape has anything to do with IK or the arms although as I mentioned, it doesn't make much sense
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Post by tsuyoiraion on Dec 6, 2018 18:04:22 GMT
That's pretty strange, one thing shouldn't be tied to the other... try asking to their support if the eye blendshape has anything to do with IK or the arms although as I mentioned, it doesn't make much sense Well i've contacted the Morph3D team but they have been unresponsive, i've tried playing with the Morph3D settings/setup, etc. for quiet a while with no success. So gotta find someone to look into this :P as it is definitely an issue.
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Post by ceebeee on Dec 9, 2018 0:31:53 GMT
I had this problem with Morph3D and FinalIK. As I recall I had to turn off physics update on the Animator Component. (or turn it on, I forget which way It had to go)
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Post by tsuyoiraion on Dec 9, 2018 1:14:39 GMT
I had this problem with Morph3D and FinalIK. As I recall I had to turn off physics update on the Animator Component. (or turn it on, I forget which way It had to go) Thanks for the suggestion! Well the shooter template auto sets the Animator to physics update but even if i switch the settings in realtime the glitch still occurs when blinking v_v
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Post by ceebeee on Dec 9, 2018 19:00:11 GMT
I had this problem with Morph3D and FinalIK. As I recall I had to turn off physics update on the Animator Component. (or turn it on, I forget which way It had to go) Thanks for the suggestion! Well the shooter template auto sets the Animator to physics update but even if i switch the settings in realtime the glitch still occurs when blinking v_v I hunted down the old project I had to verify, and yeah at least in the case of MCS and FinalIK, turning the Update Mode to "Normal" instead of "Physics" solved it. But of course you're using Invector, not FinalIK, so it may be a completely different problem. EDIT: Since I had the project open, I looked to see if there was some other way to get the same result, and I did find one. Instead of turning off Animate Physics, I rewrote the blink script to use Unity's SetBlendShapeWeight() function instead of Morph3d's M3DCharacterManager.SetBlendshapeValue() function, and the issue went away also. So it looks like it's their software that is the problem.
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Post by tsuyoiraion on Dec 9, 2018 19:09:59 GMT
Thanks for the suggestion! Well the shooter template auto sets the Animator to physics update but even if i switch the settings in realtime the glitch still occurs when blinking v_v I hunted down the old project I had to verify, and yeah at least in the case of MCS and FinalIK, turning the Update Mode to "Normal" instead of "Physics" solved it. But of course you're using Invector, not FinalIK, so it may be a completely different problem. EDIT: Since I had the project open, I looked to see if there was some other way to get the same result, and I did find one. Instead of turning off Animate Physics, I rewrote the blink script to use Unity's SetBlendShapeWeight() function instead of Morph3d's M3DCharacterManager.SetBlendshapeValue() function, and the issue went away also. So it looks like it's their software that is the problem. So you think it's morph3D's blendshape system that is the issue? As in the Morph3D component on the character that handles the blendshapes (since that's what's generally handles the blendshapes)
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Post by ceebeee on Dec 9, 2018 21:04:57 GMT
yes, that's what my experiment suggests. (and is one of the reasons I hate black box software you can't modify)
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