Created
March 10, 2017 22:15
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Snip about feet IK for Unity
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// somewhere in your charactercontroller | |
public bool m_UseFeetIK = true; | |
public float m_FeetIkOffset = 0.0f; | |
void OnAnimatorIK() | |
{ | |
if (m_Animator) | |
{ | |
if (m_IsGrounded && m_UseFeetIK) | |
{ | |
var lf = m_Animator.GetBoneTransform(HumanBodyBones.LeftFoot); | |
var rf = m_Animator.GetBoneTransform(HumanBodyBones.RightFoot); | |
RaycastHit lhit; | |
RaycastHit rhit; | |
if (Physics.Raycast(lf.position + Vector3.up * 0.25f, Vector3.down, out lhit, 0.5f)) | |
{ | |
m_Animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1); | |
m_Animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 1); | |
m_Animator.SetIKPosition(AvatarIKGoal.LeftFoot, lhit.point + Vector3.up * m_FeetIkOffset); | |
m_Animator.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.FromToRotation(Vector3.up, lhit.normal) * transform.rotation); | |
} | |
if (Physics.Raycast(rf.position + Vector3.up * 0.25f, Vector3.down, out rhit, 1.0f)) | |
{ | |
m_Animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 1); | |
m_Animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1); | |
m_Animator.SetIKPosition(AvatarIKGoal.RightFoot, rhit.point + Vector3.up * m_FeetIkOffset); | |
m_Animator.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.FromToRotation(Vector3.up, rhit.normal) * transform.rotation); | |
} | |
} | |
else | |
{ | |
m_Animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 0); | |
m_Animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 0); | |
m_Animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 0); | |
m_Animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 0); | |
} | |
} | |
} |
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