Final IK学习笔记10:Limb IK

2019-05-11  本文已影响0人  AlpacasKing

LimbIK扩展了TrigonometricIK以专注于3段手和腿特征肢体类型。

LimbIK配有多个Bend Modifiers:

IKSolverLimb.maintainRotationWeight属性允许在解决肢体之前保持固定的最后一个骨骼的世界空间旋转。
当我们需要重新定位一只脚,但是在动画时保持它的旋转以确保与地面正确对齐的时候,这是最有用的。

使用步骤:

脚本使用:

public LimbIK limbIK;
void LateUpdate () {
    // Changing the target position, rotation and weights
    limbIK.solver.IKPosition = something;
    limbIK.solver.IKRotation = something;
    limbIK.solver.IKPositionWeight = something;
    limbIK.solver.IKRotationWeight = something;
    // Changing the automatic bend modifier
    limbIK.solver.bendModifier = IKSolverLimb.BendModifier.Animation; // Will maintain the bending direction as it is animated.
    limbIK.solver.bendModifier = IKSolverLimb.BendModifier.Target; // Will bend the limb with the target rotation
    limbIK.solver.bendModifier = IKSolverLimb.BendModifier.Parent; // Will bend the limb with the parent bone (pelvis or shoulder)
    // Will try to maintain the bend direction in the most biometrically relaxed way for the arms. 
    // Will not work for the legs.
    limbIK.solver.bendModifier = IKSolverLimb.BendModifier.Arm; 
}

在运行时添加LimbIK:

LimbIK

组件参数:

求解参数:

LimbIK组件
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