How can I simulate the action of a 3D humanoid model driving a steering wheel in a car?











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My current code:



using UnityEngine;
using System.Collections;

public class IKControl : MonoBehaviour {

Animator animator;
public Transform RightFootIKPostion;
public Transform LeftFootIKPostion;
public Transform rightHandIKPostion;
public Transform leftHandIKPosition;
// Use this for initialization
void Start () {
animator = GetComponent<Animator>();
}

// Update is called once per frame
void OnAnimatorIK(int layer){
animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1);
animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1);
animator.SetIKPositionWeight(AvatarIKHint.LeftElbow, 1);
animator.SetIKPositionWeight(AvatarIKHint.RightElbow, 1);
animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1);
animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1);
animator.SetIKRotationWeight(AvatarIKHint.LeftElbow, 1);
animator.SetIKRotationWeight(AvatarIKHint.RightElbow, 1);

animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1);
animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1);
animator.SetIKPosition(AvatarIKGoal.RightFoot, RightFootIKPostion.position);
animator.SetIKPosition(AvatarIKGoal.LeftFoot, LeftFootIKPostion.position);

animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandIKPostion.position);
animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandIKPostion.rotation);
animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKPosition.position);
animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKPosition.rotation);


}
}


However, it's only the model's hands that rotate, but not its elbows/forearms.










share|improve this question




























    up vote
    0
    down vote

    favorite












    My current code:



    using UnityEngine;
    using System.Collections;

    public class IKControl : MonoBehaviour {

    Animator animator;
    public Transform RightFootIKPostion;
    public Transform LeftFootIKPostion;
    public Transform rightHandIKPostion;
    public Transform leftHandIKPosition;
    // Use this for initialization
    void Start () {
    animator = GetComponent<Animator>();
    }

    // Update is called once per frame
    void OnAnimatorIK(int layer){
    animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1);
    animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1);
    animator.SetIKPositionWeight(AvatarIKHint.LeftElbow, 1);
    animator.SetIKPositionWeight(AvatarIKHint.RightElbow, 1);
    animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1);
    animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1);
    animator.SetIKRotationWeight(AvatarIKHint.LeftElbow, 1);
    animator.SetIKRotationWeight(AvatarIKHint.RightElbow, 1);

    animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1);
    animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1);
    animator.SetIKPosition(AvatarIKGoal.RightFoot, RightFootIKPostion.position);
    animator.SetIKPosition(AvatarIKGoal.LeftFoot, LeftFootIKPostion.position);

    animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandIKPostion.position);
    animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandIKPostion.rotation);
    animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKPosition.position);
    animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKPosition.rotation);


    }
    }


    However, it's only the model's hands that rotate, but not its elbows/forearms.










    share|improve this question


























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      My current code:



      using UnityEngine;
      using System.Collections;

      public class IKControl : MonoBehaviour {

      Animator animator;
      public Transform RightFootIKPostion;
      public Transform LeftFootIKPostion;
      public Transform rightHandIKPostion;
      public Transform leftHandIKPosition;
      // Use this for initialization
      void Start () {
      animator = GetComponent<Animator>();
      }

      // Update is called once per frame
      void OnAnimatorIK(int layer){
      animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1);
      animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1);
      animator.SetIKPositionWeight(AvatarIKHint.LeftElbow, 1);
      animator.SetIKPositionWeight(AvatarIKHint.RightElbow, 1);
      animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1);
      animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1);
      animator.SetIKRotationWeight(AvatarIKHint.LeftElbow, 1);
      animator.SetIKRotationWeight(AvatarIKHint.RightElbow, 1);

      animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1);
      animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1);
      animator.SetIKPosition(AvatarIKGoal.RightFoot, RightFootIKPostion.position);
      animator.SetIKPosition(AvatarIKGoal.LeftFoot, LeftFootIKPostion.position);

      animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandIKPostion.position);
      animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandIKPostion.rotation);
      animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKPosition.position);
      animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKPosition.rotation);


      }
      }


      However, it's only the model's hands that rotate, but not its elbows/forearms.










      share|improve this question















      My current code:



      using UnityEngine;
      using System.Collections;

      public class IKControl : MonoBehaviour {

      Animator animator;
      public Transform RightFootIKPostion;
      public Transform LeftFootIKPostion;
      public Transform rightHandIKPostion;
      public Transform leftHandIKPosition;
      // Use this for initialization
      void Start () {
      animator = GetComponent<Animator>();
      }

      // Update is called once per frame
      void OnAnimatorIK(int layer){
      animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1);
      animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1);
      animator.SetIKPositionWeight(AvatarIKHint.LeftElbow, 1);
      animator.SetIKPositionWeight(AvatarIKHint.RightElbow, 1);
      animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1);
      animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1);
      animator.SetIKRotationWeight(AvatarIKHint.LeftElbow, 1);
      animator.SetIKRotationWeight(AvatarIKHint.RightElbow, 1);

      animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1);
      animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1);
      animator.SetIKPosition(AvatarIKGoal.RightFoot, RightFootIKPostion.position);
      animator.SetIKPosition(AvatarIKGoal.LeftFoot, LeftFootIKPostion.position);

      animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandIKPostion.position);
      animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandIKPostion.rotation);
      animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKPosition.position);
      animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKPosition.rotation);


      }
      }


      However, it's only the model's hands that rotate, but not its elbows/forearms.







      unity3d






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      edited Nov 10 at 3:25









      Nick

      20.3k51434




      20.3k51434










      asked Nov 10 at 2:25









      MF133

      11




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