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.
unity3d
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up vote
0
down vote
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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.
unity3d
add a comment |
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.
unity3d
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
unity3d
edited Nov 10 at 3:25
Nick
20.3k51434
20.3k51434
asked Nov 10 at 2:25
MF133
11
11
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