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- using UnityEngine;
- using System.Collections;
- using RootMotion.FinalIK;
- namespace RootMotion.Demos {
- // Targeting hands to 2-handed props with the FullBodyBipedIK component. It is not good to parent IK targets directly to the bones that use IK (circular dependency).
- // The bones are moved in the solving process, but it will not update the IK targets parented to the bones. All IK target positions/rotations need to be set before the solver updates.
- public class TwoHandedProp : MonoBehaviour {
- [Tooltip("The left hand target parented to the right hand.")] public Transform leftHandTarget;
- private FullBodyBipedIK ik;
- private Vector3 targetPosRelativeToRight;
- private Quaternion targetRotRelativeToRight;
- void Start() {
- ik = GetComponent<FullBodyBipedIK>();
- // Get a call from FBBIK each time it has finished updating
- ik.solver.OnPostUpdate += AfterFBBIK;
- // Weight in the effectors
- ik.solver.leftHandEffector.positionWeight = 1f;
- ik.solver.rightHandEffector.positionWeight = 1f;
- if (ik.solver.rightHandEffector.target == null) Debug.LogError("Right Hand Effector needs a Target in this demo.");
- }
- void LateUpdate() {
- // Get the position/rotation of the left hand target relative to the right hand.
- targetPosRelativeToRight = ik.references.rightHand.InverseTransformPoint(leftHandTarget.position);
- targetRotRelativeToRight = Quaternion.Inverse(ik.references.rightHand.rotation) * leftHandTarget.rotation;
- // Set the position/rotation of the left hand target relative to the right hand effector target.
- ik.solver.leftHandEffector.position = ik.solver.rightHandEffector.target.position + ik.solver.rightHandEffector.target.rotation * targetPosRelativeToRight;
- ik.solver.leftHandEffector.rotation = ik.solver.rightHandEffector.target.rotation * targetRotRelativeToRight;
- }
- // Called by FBBIK after it updates
- void AfterFBBIK() {
- // Rotate the hand bones to effector.rotation directly instead of using effector.rotationWeight that might fail to get the limb bending right under some circumstances
- ik.solver.leftHandEffector.bone.rotation = ik.solver.leftHandEffector.rotation;
- ik.solver.rightHandEffector.bone.rotation = ik.solver.rightHandEffector.rotation;
- }
- // Clean up the delegate
- void OnDestroy() {
- if (ik != null) ik.solver.OnPostUpdate -= AfterFBBIK;
- }
- }
- }
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