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80's Style Robot problems with Humanoid IK system

strange_aeons
polycounter lvl 8
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strange_aeons polycounter lvl 8

I made these boxy style robots like 80's Transformers, Gobots, Gundam etc and im having trouble working out how to get Unity to work correctly as Humanoid Rigged characters, does anyone know if its possible to rig up mechanical joints that the Unity Humanoid IK system wont just ignore?

https://youtu.be/Eo9sV-NJ2hw

so far my attempts to use Humanoid avatar with this has resulted in the IK doing weird things, mainly joints rotating in ways i want to restrict, but ive also had instances where meshes that i had skinned to the aim constrainted shoulder joint are re-targeted to other joints on the arm. i dont understand Unity's system enough to figure out whats happening


has anyone else managed to get mechanical results with Unity's Humanoid rig system? any suggestions?

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  • pachermann
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    pachermann polycounter lvl 10
    if you rig them humanoid (humanoid system) you need to be sure it is matching exactly its conventions.
    As a good starting point you can go to mixamo and download a humanoid rigged character as template.
    Everything else you need to configure in the import config mode of the IK and humanoid section of the importer.

    if you use the rigging package, that one is amazing but very finicky it has some particular things you cant or should do, apart from that it works very well.

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