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IK for Custom Unity Assets

Plugins IK for Custom Unity Assets 6

- Added more multi-effector option for CCD and FabbrIK. Meaning you can have more fine grain control on one long chain of transforms. Requires a minimum of 3 transforms per effectors.
- Added more complex Arm and Leg IK options. Allowing for 4 bone options. Largely works better than the limb option if you have the available bones.
- I was finding that my screen was a sea of square empty icons and I wasn't sure what was what, so i added new Icons for atoms that control IK effectors.
- Fixed the save bug, so now no matter how many times you remove or add an ik option it should save down only the latest view.
-Added animation support via the BVH plugin
-Fixed subscene support(specifically if you've just created the subscene)
-Added a look at Effector separate from the head effector.
-Added a bunch of additional API methods to provide the ability to turn on/off the IK features from other plugins.

Video of the IKCUA within a typical workflow:

  • Added a guide to show you what bones are included in a particular solver at add time
  • Added a reset pose button to move all bones back to original positions
  • Added more discreate controls per solver that's been added, such as positions or rotation weight.
  • Added better logic when adding full body bones to only give options that make sense
  • Added more eye bones and additional spinal bones to config.
  • Added a head effector to position the head (only available when eye bones are set)
  • Added look at feature for head which can target the head effector or the player camera.
  • Added a space under each IK config section so you dont lose items in drop down list.
  • Integrated with XPSLoader plugin so on restore the plugin will search for either a CUA or XPS model.
  • Added several API functions so others can integrate with the plugin, specifically:
    • resetPose => Accepts a bool param which defaults to true, Bool indicates if you turn back on the IK solvers are pose reset.
    • getOriginalPose => returns a list<object[]>. Each item in the list is a 3 length array containing original position(vector3), original rotation(quat) and bone transform.
    • getFullBodyEffectors => returns 2 objects, first is a Dictionary<Transform, Atom> of bones to effector atoms. Second is the effectorAtom for the head.
    • getAnimator(you now get a humanoid mechanim animator on the model too) => returns the Animator component that is on the model.
I'm planning on publishing the non-copywrite code to Github later this week so folks can look at the functions above and get a better idea of how to use them.

I've tested the changes a bunch, but its a some pretty large changes so I fully expect some bugs. Please shout if you find things!
- fixed a bug which broke the full body ik
- added a unique naming convention to effectors so multiple of the same asset can be used in one scene.
-Added support for subscene loading, making this a lot more useful
-Fixed a few minor bugs
-Mostly backwards compatible, except for full body IK which has a slightly different naming scheme(changed / char in effector names to & to avoid clashing with subscene paths).
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