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asked ago in Feature Requests by Expert (580 points)
edited ago by

At time 1,

I want to keep the root in place, and pull the foot forward.  No problem, use IK.  Perfect

But then at time 2,

I want to keep the foot in place, and pull the root forward.  That is easy to do using pinning.

But - can I do "both" ??  Can I use IK on the foot to create the pose at keyframe 1, but then use pinning on the foot at keyframe 2?

Thanks!

1 Answer

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answered ago by Expert (106k points)
selected ago by
 
Best answer

Hi,
thank you very much for your support request.

The IK Pinning state can be "keyed" like any other property. So on frame 1, you can create a key where IK Pinning is off and on frame 2 you can create a key where IK Pinning is on.

I highly recommend watching the following two video tutorials when using the IK Pinning feature, as there are some special things you need to consider:
UMotion Tutorial - Child-Of Constraint  (the IK Pinning feature uses the Child-Of constraint in the background)
UMotion Tutorial - IK Pinning

Please let me know if you have any further questions.

Best regards,
Peter

commented ago by Expert (580 points)
Ahh - fantastic.

It makes perfect sense, thanks.  Perhaps it's worth mentioning this concept in the manual or a tutorial.

* I definitely watched those two outstanding videos many times, thanks!

* In the videos it asks for suggestions on more videos, I surely have a suggestion:

* For full body humanoids, it would be great to have a Soxware tutorial on four basics,

- walk cycle

- feet-together big jump (a great example of the issue I ask above, and always a challenge to animate in different software suites)

- idle cycle (great example of pinning feet)

- one typical trigger ("punch" etc)

IMO those would cover most/many techniques needed

thanks again
commented ago by Expert (106k points)
Thanks for your suggestions. Consider them as noted.

Best regards,
Peter

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