This bug happen when the character is rotated when we add the VRIK component. Removing the animator doesn't make sense for me as it's a requirement for VRIK or I missed something.Īnyway I found the problem, it's not related to the animator. But you seem good with these kinds of things, if you find a way that works, it would be awesome!Ĭlick to expand.I already tried other animator but I always get the same result. I know that doing a solver to try to find the player orientation solely based on the controllers is not easy, I've been trying to solve that for a while. The goal is to try to deduct the player orientation mainly from the controllers, so that turning just the head, tries to keep the orientation steady. Would be nice if you could provide a solution that let's us choose between the head and an average of the controllers, and a blend between the two solutions ideally. Ideally I would like to be able to blend that effect in and out.Īlso, on VRIK, right now the orientation of the character seems completely given by the orientation of the hmd. Is there a way to remove pulling on the rest of the body for some body parts? I was assuming that pull was similar to MotionBuilder, when it's OFF, it would not pull on the rest of the body when the effector for an arm is going further than the length of the arm, but it does not seem to be the case. I have a question about the pull controls in the FullBodyBipedIK solution. I've adding VRIK at runtime using the following code: Avatar is a standard UMA avatar, created at runtime. ![]() Is it possible to turn this off for the legs? I'd still like the spine to be rotated with the HMD, but the legs need to stay locked in place. I assume this is related to the character orientation being linked to the HMD orientation (as mentioned in a post above). The legs also rotate when the HMD is turned. Locomotion weight is set to 0, and the spine is fixed at the base of the chair. I've tried addressing this with bend targets, but this has not helped. I've positioned them using the leg targets, and the right leg works but the left is bent weird, like the left knee wants to be wear the right knee is. I've been able to make some progress with the upper body, but the legs refuse to align correctly. Do you have any suggestions or examples of how to do this? I need the legs to be fixed in a specific position, but the upper body to be animated based on the HMD position and two controller positions (the HTC Vive). ![]() I'm struggling to create an UMA avatar that's seated in a chair.
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