In regards to the left arm ik, i have some bullpup ar's, is there a way to assign the target location in the reload sequence (from front of weapon to behind the grip) via the ik? Or do i need to just add a different reload animation?
In regards to the left arm ik, i have some bullpup ar's, is there a way to assign the target location in the reload sequence (from front of weapon to behind the grip) via the ik? Or do i need to just add a different reload animation?
To hold the weapon you can position the IK were you need, but if you want a reload animation that matchs your weapon, then you need some new animations.
First of all, thank you for this awesome unity package, it's really amazing so far c:
However whenever I try to adjust the defaultEquipPoint, the right hand doesn't move with it:
Is there a way to solve this problem or am I doing something wrong?
I found this tutorial useful. Hope it helps. :-)
Although looking at your video again I have to say that the default weapons won't work with all humanoid characters. I had a female character and her hands were just too small for the default handgun. I placed her index finger on the trigger but her thumb was half way protruding through the grip.
Imagine you have a humanoid character the size of a baby with stubby arms and stubby fingers or the size of a giant with very long arms and very long fingers. The default weapons won't work no matter what you do.
I'm primarily a modeler and animator so I just make my own weapons.
Also, if you are very new, ROTATE defaultEquipPoint before MOVING it. Rotating it on the right arm rotates BOTH arms into position. Moving it is just to position the weapon in the left hand. It's a little more involved than that but at least you won't be annoyed with the right arm doing absolutely nothing. :-)
Last Edit: May 11, 2017 18:04:05 GMT by benji004266
Was there ever a solution to this problem? I am having the same issue for just about EVERY model I import, including the Bodyguard models used in the videos - built in exactly the same way. There is no right hand attachment.
Was there ever a solution to this problem? I am having the same issue for just about EVERY model I import, including the Bodyguard models used in the videos - built in exactly the same way. There is no right hand attachment.
We test the template with several models and didn't find any issues... make sure your following the steps correctly, grab the defaultEquipPoint and first Rotate the transform until you get the height you want then move the transform to fit the hand.
There is also a few extra options on the weapon inspector such as:
- Align Right Hand To Aim (this option will align the right hand with the aim position) - Align Upper Arm To Aim (this option will align the upper arm with the aim position) - Raycast Aim Target (with this shoot uncheck you will shot at the forward of the weapon and not where the aim is, example is the handgun with the laserSight) - HeadTrack Offset (if the animation didn't fit your character, you can create X and Y offsets to better align pose)
Was there ever a solution to this problem? I am having the same issue for just about EVERY model I import, including the Bodyguard models used in the videos - built in exactly the same way. There is no right hand attachment.
We test the template with several models and didn't find any issues... make sure your following the steps correctly, grab the defaultEquipPoint and first Rotate the transform until you get the height you want then move the transform to fit the hand.
There is also a few extra options on the weapon inspector such as:
- Align Right Hand To Aim (this option will align the right hand with the aim position) - Align Upper Arm To Aim (this option will align the upper arm with the aim position) - Raycast Aim Target (with this shoot uncheck you will shot at the forward of the weapon and not where the aim is, example is the handgun with the laserSight) - HeadTrack Offset (if the animation didn't fit your character, you can create X and Y offsets to better align pose)
The issue is with models that are not rail-thin skeletons. I have a female character and the gun constantly clips through her breasts. A male character where it always clips through the shoulder. The issue isn't that the gun won't align to the hand or equip point. It's that there is no IK on the right hand allowing you to move it around. Check out this simple $10 Third-Person Shooter Engine that got it right: www.assetstore.unity3d.com/en/#!/content/70717 There is simply a position and rotation slider so that you can set how far away from the body the gun sits, how it sits, and where the hand points are. So the gun always sits in a natural position for your character, regardless of model, and the IK just positions the hands correctly. And it doesn't override the recoil animation, because that's on the gun, not the arm.
PLEASE implement this in a future update. As is, pretty much every model I have is useless with this engine, as they all clip and look very janky. There are so many features that I want to use here, but I'm having to stick with that cheaper engine. Because fewer features are fine as long as they all look good.