REALISTIC Foot Placement Using IK in Unity

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  • čas přidán 12. 09. 2024
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    ABOUT THE VIDEO
    It's another Quick Bits video! In this one we're going over how to achieve a more natural, realistic looking foot placement for your humanoid model's tootsies. No more feet hovering just above the ground because the main collider is sitting on a tiny rock!
    Let me know if you'd like more of this in the comments below!
    Thanks for watching!
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    LINKS
    Get the script from the video here; github.com/b3a...
    Find the "2 Toon Kids" asset pack on the Unity Asset Store here; assetstore.uni...
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    SOCIAL STUFF!
    Website: b3agz.com
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    The easiest way to support the channel is by liking, subscribing, and sharing. But if you want to go that little bit further, sign up for my Patreon at; / b3agz

Komentáře • 222

  • @juanjomejias1125
    @juanjomejias1125 Před 4 lety +45

    Hi, thanks for the useful tutorial. As some other users found out, when going uphill LookRotation(transform.forward, hit.normal) doesn't do the trick, because the forward vector is still aiming at (0,0,1), but you'd want it to aim towards the slope's angle. I don't fully understand why the method commented below works, that's why I wanted to contribute with the one I'm using:
    Vector3 forward = Vector3.ProjectOnPlane(transform.forward, hit.normal);
    anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.LookRotation(forward,hit.normal));
    I project the transform's forward on the plane defined by the hit normal, and then use that as a forward for the LookRotation call. This makes the foot be paralel to the surface with that normal.

    • @slimabob
      @slimabob Před 3 lety

      Thank you!!!

    • @lupinder2058
      @lupinder2058 Před 3 lety

      Can you tell me where ı should add your "Vector3 forward = Vector3.ProjectOnPlane(transform.forward, hit.normal);" script.
      ray = new Ray(m_animator.GetIKPosition(AvatarIKGoal.RightFoot) + Vector3.up, Vector3.down);
      if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask))
      {
      if (hit.transform.tag == "Ground")
      {
      Vector3 footPosition = hit.point;
      footPosition.y += DistanceToGround;
      m_animator.SetIKPosition(AvatarIKGoal.RightFoot, footPosition);
      m_animator.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation);
      }
      }
      }
      }

    • @milankiele2304
      @milankiele2304 Před 2 lety

      Than you =)

    • @TheXSpitfire
      @TheXSpitfire Před 2 lety

      You can also just use anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.FromToRotation(Vector3.up, hit.normal));

  • @juanjomejias1125
    @juanjomejias1125 Před 4 lety +12

    Hi again, there was a comment below that asked why not use distance instead of curves to decide the amount of IK weight on each foot. The distance would be the distance between the foot transform and the floor before applying IK. This gives you a sense of when the foot is supposed to be on the floor according to the animation, just what you do with the curves. The difference is that if for instance I have a locomotion blending tree with 25 different animations to cater for walk, run, strafe, left and right, backwards and forwards and turn on the spot, I don't have to adjust 50 different curves to have the feet only glued to the ground when they are supposed to.

  • @EdadTace
    @EdadTace Před 4 lety +106

    6:08 "That way you don't get an error if you forget to add an animator"
    Seems like it would be pretty helpful to get an error if you forgot to add the animator.

    • @GameDevAraz
      @GameDevAraz Před 4 lety +4

      xD

    • @MetaCzech
      @MetaCzech Před 4 lety +22

      Put "[RequireComponent(typeof(Animator))]" in front of class declaration and forget about checking every frame if animator component exists or not.

    • @allisongross2946
      @allisongross2946 Před 4 lety +11

      Yeah this sort of thing bothers me. Don't turn off warnings! Don't turn those things off! Solve the problem you caused instead!

    • @johnwyatt3646
      @johnwyatt3646 Před 4 lety +4

      so that would just go at the top like in this documentation? docs.unity3d.com/ScriptReference/RequireComponent.html

    • @joegiusti528
      @joegiusti528 Před 3 lety +1

      put this at the top:
      if (anim == null){
      Debug.Log("Animato is NULL!!");
      return;
      }
      you could even put LogError( ) if you want it to be an error

  • @ishashka
    @ishashka Před 4 lety +26

    Amazing, really helped me understand Unity IK better. Also, you have great voice.

    • @monkeyrobotsinc.9875
      @monkeyrobotsinc.9875 Před 3 lety

      yeah but he kept saying not instead of zero. also probably says zed instead of Z.

    • @bitmammothOG
      @bitmammothOG Před 3 lety +1

      @@monkeyrobotsinc.9875 Too much for you to handle? lmfao

    • @bitmammothOG
      @bitmammothOG Před 3 lety +1

      @@monkeyrobotsinc.9875 you realize they say it with only one syllable right? its much faster.

  • @GameDevNerd
    @GameDevNerd Před 3 lety +10

    I'm doing this on a blend tree with an idle, walk and run animation blend. I've about gotten right. The run animation is the last one that needs curve adjustments! Making character's feet match the terrain adds a LOT of polish to your game project. It looks awful when feet are floating in the air or clipping thru terrain ... totally kills the immersion. But when their feet perfectly fits the ground they walk on, it feels like a real world you can get into! :-)

    • @ExperienceAyush
      @ExperienceAyush Před 2 měsíci +2

      how did you do it with a blend tree cause i am using it too but it is not working for me :(

  • @JacksonAcademy1
    @JacksonAcademy1 Před 4 lety +55

    The next brackeys ;)

  • @sinanermis
    @sinanermis Před 3 lety +5

    i think i have fallen in love with your voice, platonically.

  • @vexedev
    @vexedev Před 2 lety +2

    You can hit "F" on the keyboard to center back/focus/zoom-to-fit on the animation curve when it goes weird like that.

  • @pratyushbarikdev
    @pratyushbarikdev Před 3 lety +2

    It is official. Game dev tutorial creators with 1k to 5k subscribers produce the most in-depth content.

  • @phunweng962
    @phunweng962 Před 4 lety +1

    I like that you explain all your setup before everything start. it make things clear. subscribed.

  • @BlueBirdgg
    @BlueBirdgg Před 4 lety +3

    Lol, love your humor about your own lengthened explanation.

  • @saadabounasr6366
    @saadabounasr6366 Před 3 lety +1

    Cool vid!!! keep up with the content, ever since brackeys quit i couldnt fin a decent enough tutorial for foot IK, thank you!!!

  • @diceblue6817
    @diceblue6817 Před 4 lety +2

    you should dynamically place the collider based on the height difference across both feet - that's what we do effectively as we shift weight ourselves - so when walking across uneven terrain you will see the person lowered, feet at different heights, and then on flat terrain he'll be walking around at full height
    so the offset of the collider should be floor+foot difference - he'll "sink" that much with his most extended leg reaching the ground and his other leg bent up, then you need to look at which foot is on ground and animate the collider with the adaptive leg gait so you are raised more on the one that is higher up etc.

    • @never2return1
      @never2return1 Před 3 lety +3

      I am replying to thank you for a very good idea as I've been searching for a solution to this problem you are referring to, Thanks.

    • @diceblue6817
      @diceblue6817 Před 3 lety

      @@never2return1 no worries! godspeed and good luck!

    • @perero
      @perero Před 7 měsíci

      He should have referred to this problem in the video, this does not seem trivial at all. Thanks for your advice!

  • @xentropian6341
    @xentropian6341 Před 3 lety +4

    Dude, really well explained and well made. Kudos!

  • @thatonekid702
    @thatonekid702 Před rokem

    This channel is awesome. I love how you linked the github link here, in case we need reference or in case of error. These are the unity tutorials we need.

  • @Ninquenor
    @Ninquenor Před 3 lety +2

    Excellent tutorial, b3agz! What I needed. However I did have to do some searching to make sure the foot also gets X rotation (tilted forward/back and not just left/right). Several people commented already about the easy fix:
    Animator.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation);
    I would encourage you to put some kind of note to this effect in your video's description.
    On another note, due to my model's configuration I actually ended up with feet way too close together once I implemented your solution. To remedy this I ended up casting my rays down from each foot's CALF bone (the bone right above it).
    But thanks again for an awesome tutorial!

    • @Shade7x
      @Shade7x Před rokem

      I came to the comments looking for exactly this (after trying and failing myself, of course). Thanks!

  • @Zicrus
    @Zicrus Před 4 lety +7

    Great tutorial! Can you make one about non-human characters?

  • @brenxart7179
    @brenxart7179 Před 4 lety +3

    Thank you sir. Your tutorial is really educational and thank you for sharing to the community

  • @velkyngame
    @velkyngame Před 5 lety +1

    You deserve way more views! Really good tutorial. Subscribed :)

  • @robertbalassan
    @robertbalassan Před 6 měsíci

    lifechanging!!!! THANK YOU BROTHER! you saved a life! :D

    • @b3agz
      @b3agz  Před 6 měsíci

      Glad it helped!

  • @Freak-px9uk
    @Freak-px9uk Před 3 lety +3

    I think it is better to use raycast or a trigger to know when the foot is hitting the floor to set the footweight, specially if you are going to have multiple animations like running or jumping.

    • @bayernmaik8583
      @bayernmaik8583 Před 3 lety

      Agreed, if using Blend Trees for animations accessing those animation curves and averaging values gets funny quite quickly

  • @skittles970
    @skittles970 Před 4 lety +1

    This is a very well put together and informative video. Subbed!

    • @skittles970
      @skittles970 Před 4 lety

      Honestly the best tutorial I've yet seen on a complex topic

    • @Hello-qg4yk
      @Hello-qg4yk Před 4 lety

      I think so too!

  • @gregarfireBR
    @gregarfireBR Před 4 lety +2

    The best Foot IK tutorial on CZcams !
    Like + Subscribed !
    Just have some questions..
    The animation "walk" that you already have, did it move the entire legs or just the thigh / knee?
    If I make an animation with the foot keyframmed, does it work?

    • @b3agz
      @b3agz  Před 4 lety +1

      Thanks! The walk animation I used was a complete animation, I think it just had less arm movement than a regular animation. Regarding keyframes, afaik (and I'm not certain) keyframes should work as long as the weight is not 0 when the keyframe happens.

  • @svenfruiti494
    @svenfruiti494 Před 5 lety +1

    I really love your personality and your talent. I gave you a sub :).

    • @b3agz
      @b3agz  Před 5 lety

      Thanks! Positive feedback is always nice 😉

  • @aldigangster123
    @aldigangster123 Před 4 lety

    very cool demonstration and explanation! Subscribed

  • @bensmng
    @bensmng Před 2 lety

    This is really helpful. Nice job explaining everything. Thanks for doing this.

  • @baran9086
    @baran9086 Před 2 lety +7

    So, in case someone has some problems with the height of the character on Terrain thats on different heights, i made this code that will adjust the height of your character depending on the height difference of your two feet.
    //Checking distance from LeftFoot to Ground
    Ray ray1 = new(LeftFoot.transform.position, Vector3.down);
    RaycastHit hit1;
    if (Physics.Raycast(ray1, out hit1, 5f, layer))
    {
    Debug.DrawLine(ray1.origin, hit1.point, Color.red);
    }
    else
    {
    Debug.DrawLine(ray1.origin, hit1.point, Color.blue);
    }
    //Checking distance from RightFoot to Ground
    ray1 = new(RightFoot.transform.position, Vector3.down);
    RaycastHit hit2;
    if (Physics.Raycast(ray1, out hit2, 5f, layer))
    {
    Debug.DrawLine(ray1.origin, hit2.point, Color.red);
    }
    else
    {
    Debug.DrawLine(ray1.origin, hit2.point, Color.blue);
    }

    LeftFootDistance = hit1.distance;
    RightFootDistance = hit2.distance;
    //Clamping controller height, so it doesnt do any weird shit. 1.25f looks just about normal
    controller.height = Mathf.Clamp(controller.height, 1.25f, 1.82f);
    //Because of the placement of the LeftFoot and RightFoot object, there is a little bit offset to the ground.
    //With these 2 if statements we set the offset to 0
    if (LeftFootDistance < 0.06)
    {
    LeftFootDistance = 0;
    }
    if (RightFootDistance < 0.06)
    {
    RightFootDistance = 0;
    }
    //If the left foot is above the right foot
    if (RightFootDistance > LeftFootDistance)
    {
    if(!move.isWalking)
    controller.height = 1.82f - RightFootDistance * 2;
    }
    //If the right foot is above the left foot
    if(LeftFootDistance > RightFootDistance)
    {
    if(!move.isWalking)
    controller.height = 1.82f - LeftFootDistance * 2;
    }
    if (move.isWalking || hit1.normal.y > 0.93)
    {
    controller.height = 1.82f;
    }

    • @knagen
      @knagen Před rokem

      I get alot of "does not exist in the current context"
      LeftFoot, RightFoot, layer, controller and such.
      Im kinda new to this, any idea why? I got a hunch but isnt experienced enough to know how to fix it

    • @baran9086
      @baran9086 Před rokem +1

      @@knagen aye so this simply means that these variables were not created in your code yet. You cant see it in the Code Snippet above, but i have Variables called "layer" "controller" "LeftFoot" and "RightFoot" and thats why i use them. So to fix your problem you will need to create Variables with these names. You can of course change the names, but when you reference them they obviously need to have the same name as they had when you created/intialized them. "Controller" is a CharacterController, "Layer" is a LayerMask and i believe the Foot Variables were GameObjects

    • @_alieutu9303
      @_alieutu9303 Před 8 měsíci

      What does this "move.isWalking" refer to?
      Is it a variable of the character controller or your variable?@@baran9086

  • @prasenkakade9723
    @prasenkakade9723 Před 3 lety

    Didn't know using IK was that simple
    Great video 👍

  • @rapth
    @rapth Před 9 měsíci

    Thanks for the tutorial, fast and straight to point

    • @b3agz
      @b3agz  Před 9 měsíci +1

      Thanks! Those are the two main things I aim for ❤️

  • @brcosta5
    @brcosta5 Před 3 lety

    Works great, great tutorial man. In 2021 it continues to function well

  • @plankbro
    @plankbro Před 4 měsíci

    If anyone is having a problem, make sure the script that you are calling the OnAnimatorIK function is attached directly to the game object that has the Animator component. I ran into a problem since I had the script attached to a parent object that contained my character and the animator component.

  • @SirRelith
    @SirRelith Před 5 lety +1

    So cool!
    Thanks for sharing. I gotta try this out!

  • @REDACT3D
    @REDACT3D Před 3 lety

    that "Ahhh good enough" beauty ^.^

  • @ghua
    @ghua Před rokem

    very good tutorial, thanks

  • @AdventuresOfAzeth
    @AdventuresOfAzeth Před rokem

    Thank you, this was much needed.

  • @ktmochiii
    @ktmochiii Před 3 lety

    lol i learned so much watching this. like srsly. thanks so much man.

  • @thatrealguylogan
    @thatrealguylogan Před 2 lety

    great video, this will help me out a lot!

  • @jfehey
    @jfehey Před 2 lety

    Awesome tutorial man!!

  • @ExperienceAyush
    @ExperienceAyush Před 2 měsíci +2

    How can I do it with blend tree animations? It is not working for me???
    Edit : I had a generic character that is why it was not working but when turning in to humanoid the character goes through the ground and animations do not work.... PLZ HELP

  • @pikachufan3588
    @pikachufan3588 Před 2 lety

    Very cool and informative. Thank you!

  • @LilBigHuge
    @LilBigHuge Před 3 lety

    Why not just set IKWeight based on foot height within the original animation? Seems like the curve is unnecessary. But great video. Thanks.

  • @GuillemPoy
    @GuillemPoy Před 4 lety +4

    To fix the problem at 21:10 wouldn't it be better (in terms of scalability) to just avoid the foot IK placing if the ray (in the line 53 of the minute 20:22) does not hit anything "past the foot"?
    I mean: if the ray detects the ground under the foot (not the foot under the grounded surface), don't force the placement.
    Doing it as how you show it isn't very scalable because you should add that curve at every animation.
    I implemented the code this way: i.imgur.com/6YTLS6f.png

    • @caolangadd9734
      @caolangadd9734 Před 4 lety

      maxFootElevation? Code didn't work for me anyway... :'(

    • @ThatRazzy
      @ThatRazzy Před 2 lety +1

      Thank you. This worked much better for me! No manual curves thank goodness :D Except I changed "animator.SetIKRotation(foot, Quaternion.LookRotation(transform.forward, hit.normal));" to "animator.SetIKRotation(foot, Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation);", as suggested by another comment.

  • @vexury
    @vexury Před 6 měsíci

    Great voice, great content

    • @b3agz
      @b3agz  Před 6 měsíci

      Too kind! Thank you.

  • @sohrabhamza3805
    @sohrabhamza3805 Před 3 lety

    Thanks for the tutorial. Very informative as it wasn't a do this and do that and more of a do this becuase.

  • @jdigi78
    @jdigi78 Před 3 lety +2

    Great tutorial, but the Quaternion.LookRotation should be replaced with this if the feet or the character aren't perfectly straight:
    anim.GetIKRotation(AvatarIKGoal.LeftFoot) * Quaternion.FromToRotation(anim.GetIKRotation(AvatarIKGoal.LeftFoot) * Vector3.up, hit.normal)

  • @sashamakeev7547
    @sashamakeev7547 Před 2 lety

    Very very nice explanation on subject

  • @amni5tianone263
    @amni5tianone263 Před 2 lety

    perfect one. may the god bless you man

  • @misadate8688
    @misadate8688 Před 4 lety +1

    finally i understand how to actually make ik work

  • @mzamanist
    @mzamanist Před 2 lety

    Amazing tutorial, Thank you sir!

  • @Niter88
    @Niter88 Před 2 lety

    your tutorial are so awesome

  • @VRoyTech
    @VRoyTech Před 2 lety

    Cool man , keep it up

  • @devvie_hu
    @devvie_hu Před měsícem

    Instead of "Quaternion.LookRotation(transform.forward, hit.normal)" use "Quaternion.LookRotation(Vector3.ProjectOnPlane(transform.forward, hit.normal), hit.normal)" to correctly rotate the foot forward and backward too, not just to the sides.

  • @nizd3128
    @nizd3128 Před 5 lety

    Excellent video learnt a lot thankyou.

  • @RazerFlexing
    @RazerFlexing Před 2 lety

    U r absolutely genius thanks alot!!

  • @ako4435
    @ako4435 Před 2 lety

    nice tutorial ty

  • @TheSeanC
    @TheSeanC Před 2 lety

    Thank you!

  • @BostonQuigel
    @BostonQuigel Před 4 lety

    This was super useful

  • @GameDevAraz
    @GameDevAraz Před 4 lety +6

    Hi, Unity Keeps Referring To:
    "'AvatarIKGoal' does not contain a definition for 'RigthFoot' "
    i Know This Isn't Normal, But Just Asking If You Faced The Same Issue, Tanks!

    • @GameDevAraz
      @GameDevAraz Před 4 lety +2

      -.-. i just realized the "Rigth" lol, Great Tutorial Thanks!

    • @KageToHikari_CG
      @KageToHikari_CG Před 4 lety +2

      @@GameDevAraz Ith appens X)

  • @ZZKJ396
    @ZZKJ396 Před 5 lety

    Enjoying your vids. I don’t even use Unity (I use Godot), subscribed!

    • @b3agz
      @b3agz  Před 5 lety

      That's cool! Glad to have you

  • @m4gmar
    @m4gmar Před 4 lety

    Thank you!, pls make more IK tutorials

  • @domagojalagic6678
    @domagojalagic6678 Před 3 lety

    Thanks, really helpful!

  • @dynamicvoltage9765
    @dynamicvoltage9765 Před 4 lety

    Superb tutorial

  • @caolangadd9734
    @caolangadd9734 Před 4 lety +1

    Any way to fix the way to knee bends, it looks a bit weird... Overall this was a good tutorial, I enjoyed it, some more tutorials on IK would be nice!

    • @meddjihed9108
      @meddjihed9108 Před 2 lety +1

      Same problem, the knee don't look natural, It's because of the capsule collider, the height need to be at feet level, but if you do that the feet il effect will disappear, so, expect for making the collider thinner or play with height and the transform position.y, there isn't much to do except scratching my head.

    • @caolangadd9734
      @caolangadd9734 Před 2 lety

      @@meddjihed9108 Man ill send you my unity project with something like this implemented cant crack the knee thing still all this time later lol

  • @eRKSToCK
    @eRKSToCK Před 4 lety +1

    since you're raycasting from the foot to find its ground placement, couldn't you use the height of the foot transform to decide whether to stick to the ground or not instead of a curve on the animation?

    • @b3agz
      @b3agz  Před 4 lety +1

      Hi! The curve isn't so much deciding when to stick to the ground as it is determining when it's ok to make the decision. We don't want the foot sticking to the ground during the high points of a walk cycle

  • @mohokhachai
    @mohokhachai Před 8 měsíci

    Thanks

  • @BagelMaster
    @BagelMaster Před 3 lety

    Great video

  • @ianandrew1997
    @ianandrew1997 Před 4 lety +1

    Fantastic tutorial, helped me a ton-- Is there any way the raycasts from the feet can be used as a Ground-Check for jumping and falling?

    • @b3agz
      @b3agz  Před 4 lety +3

      You could but for simplicities sake I'd probably do a third raycast dedicated to to groundcheck

  • @nv7287
    @nv7287 Před 4 lety

    So cool thanks!

  • @naandofer
    @naandofer Před 3 lety +1

    Hello! Great Video! Truly amazing! I just have one question, I'm trying to follow what you have done here using an animation that I got on Mixamo and idk if it works the same way, I didn't finished yet but I'm afraid that maybe it doesn't work. Have you tried? It should work? I'm thinking about the hierarchy of my Skinned mesh! Should I use a animation in place? Or not? I was trying first using an idle but I really wanna lern whats should I do to replicate your tutorial! Again, amazing work! Thanks!

    • @SA_Star_Infinity
      @SA_Star_Infinity Před 2 lety

      It should work. Since those animations have bones too. It should. Maybe some format changing is required but it is unexpected

  • @yusufhabib3507
    @yusufhabib3507 Před 4 lety

    i love u for this 14:30

  • @nickbitounis7509
    @nickbitounis7509 Před 3 lety

    Nice video!! You think you can make a tutorial on how to detect walls so with ik character will touch walls with his hands while walking or idle? that would be awesome

  • @ukaszgrabski2811
    @ukaszgrabski2811 Před 3 měsíci

    Great tutorial but no matter how I tune the settings my character looks like he's crouching on a flat plane. I use navmesh agent and setting it's base offset brings some issues in this solution :/ Maybe im missing something? Thanks nevertheless :)

  • @RushlineCode
    @RushlineCode Před 2 lety

    why isnot work, i'm using the TPS stater asset, it's use a character controller not capsule collider

  • @beyondbludgeoning
    @beyondbludgeoning Před 3 lety +1

    any way to adjust the y position of the hips to allow for more dramatic differences in height between the feet ?, i want to bring the hips down so one foot isn't floating

  • @Reolin6
    @Reolin6 Před 2 měsíci

    I have an issue with this script, unity seems to come to an error saying "IKleftfoot" does not exist, well not just the left foot, but all of the characters limbs, please help when you can.

  • @jamiljawhar4711
    @jamiljawhar4711 Před 3 lety

    Awesome tutorial, but late I am late. I got question, the foot is working above the base not below base, how can I fix that.
    like if I m on slop, one leg inclines, but not other.

  • @iriswillaert1450
    @iriswillaert1450 Před 4 lety +1

    Thanks for the video very useful! got a question where is the tag "walkable" coming from? Did you change the tag to walkable of the left foot transform on your character? Thanks!

  • @Adelious_
    @Adelious_ Před 3 lety +1

    I'm the 34k viewer =)

  • @3po_Orisen_Sithappen
    @3po_Orisen_Sithappen Před 4 lety

    amazing ty

  • @roundzerodev
    @roundzerodev Před 4 lety

    Finally!!! :)

  • @victor.novorski
    @victor.novorski Před rokem

    Mate.... What.. how did you over ride the animation...?

  • @Nazgul
    @Nazgul Před 3 lety

    This is absolutely perfect! And f**ck Animation Rigging that is still is crashing unity sometimes :)

  • @simsalaanimationen4247

    i can't rotate the Bones in the inspector. I can only rotate the Chara entire Chara but not single Bones.

  • @zenden791
    @zenden791 Před 5 lety

    Good !

  • @xtroy699
    @xtroy699 Před 3 lety

    Question: What if it's not a fbx asset, such as manual animation , how to configure animation Curves?

  • @NinjaFlibble
    @NinjaFlibble Před 2 lety

    how would this change with the animation rigging system? I have tires that I want to follow terrain, but I'm a Unity n00b and have no idea how to do that in Unity (I could do it in Maya no problem...but, as far as I can tell, Unity's animation rigging has nothing like a geometry constraint >_

  • @Josephjohn385
    @Josephjohn385 Před 3 lety

    my object disappears when I place first animation on timeline but if I apply Generic Rig then character position does not change , how to fix it ?

  • @maya_gameworks
    @maya_gameworks Před 3 lety

    how do you turn this forward walking animation into a system where the character can walk forward, left 45 degrees and right 45 degrees?

  • @elrymoe
    @elrymoe Před 2 lety

    You dont want the variable to be public but [SerializeField] private

  • @Official_KB_Studios
    @Official_KB_Studios Před 2 lety

    It for some reason does not work for me

  • @killereks
    @killereks Před 4 lety

    It doesn't work with blend trees, the curves just return 0.

  • @igd1591
    @igd1591 Před 3 lety

    Would it be possible to do the same with 2D IK character animation?

  • @WazoGaming
    @WazoGaming Před 5 měsíci

    Swear to god you sound like Fooster

  • @aglyio
    @aglyio Před 2 lety

    it works also in 2d?

  • @Longaui
    @Longaui Před 4 lety

    Hi there
    I have my own character and but I need some setup tutorial because it does not have a ready ik system, can someone please recommend me any tutorial on setting it up?

  • @DragonServers
    @DragonServers Před 4 lety

    I did everything just like you did but my Character ist somehow launching slowly into the Air and I don't know what to do.
    I'm using a Mixamo Model Called "jacki" if this helps...
    Edit : it works fine now. I disabled "apply root Motion" in the Animator Controller.

  • @BluePhantomGames
    @BluePhantomGames Před 3 lety

    Sir problem,I don't use animator's parameters to play animation bcz it gets confusing after 10 animations in it so, I use animator.Play("Animation name"); to play animation.

  • @jesaroartist1622
    @jesaroartist1622 Před 3 lety

    How This works with blend tree animations?, my foot bounce, like sometimes work and others don't

  • @ChapCanai
    @ChapCanai Před 7 měsíci

    Hoot?

  • @xCrOaTiEnSniPZzx
    @xCrOaTiEnSniPZzx Před 5 lety +1

    I really wish someone would explain Foot IK for 2D :D

    • @b3agz
      @b3agz  Před 5 lety +1

      It's basically the same premise. Obviously it would only work on mecanim animatable objects (not flat sprites) but other than that just use a 2D raycast instead of a regular one

    • @N0R35P3C7
      @N0R35P3C7 Před 4 lety

      You have to create like custom IK for the character
      But the principle is the same