[SCRIPT] FINAL IK
Re: [SCRIPT] FULL BODY IK
Totalement procédural.
http://www.youtube.com/watch?v=GwC-zh5iyPA
http://www.youtube.com/watch?v=GwC-zh5iyPA
Re: [SCRIPT] FULL BODY IK
Le type vas finir par bosser pour UT, a ce régime là.
Dés fois j'bug, dés fois j'bug pas.
Re: [SCRIPT] FULL BODY IK
il arrive à nous scotcher à chaque nouvelle fonctionnalité...
Re: [SCRIPT] FULL BODY IK
Avenir encore plus prometteur :axel a écrit :il arrive à nous scotcher à chaque nouvelle fonctionnalité...
First of all the stuff I have promised - foot placement, better Playmaker support, improved documentation..
Besides that I have just kickstarted the development of an animation recording plugin. That will allow us to use Final IK to animate characters fully in Unity, and not just animate, also edit any existing animation, even combine animations together and save the result as a new animation clip. Ever bought an animation from wherever and had to hunt down the author and pay him to make minor changes or had to pay Mixamo for every small adjustment? That won't be necessary anymore in the future. You could also use Mecanim retargeting for a humanoid and record the animation clips to use in Legacy, you could combine a walk loop with a swing axe animation to make a swing axe while walking animation.. you could use FBBIK combined with AimIK to convert a walk loop to a walk with gun loop, or you could use the Amplifier and the EffectorOffset to make a zombie walk of it instead.. You could record ragdoll physics as a base for death anims and tweak it with IK... So you see, I cant stop with the ideas..
Re: [SCRIPT] FULL BODY IK
En effet, de quoi pouvoir utiliser et retravailler les fichiers de mocap directement dans Unity
Re: [SCRIPT] FINAL IK
Excellent résultat ! C'est pas parfait, mais ça marche bien quand même. Je suis en train de jouer à Dark Souls (1er du nom), qui utilise du foot placement, qui marche pas mieux que ça, voir moins bien.
Re: [SCRIPT] FINAL IK
et maintenant les quadrupèdes.... wouafff wouaff Rintintin is back !!!