Can you use Inverse kinematic for a lerping Gameobject?
Hello, i would like to have some NPC s go between transforms by lerping, i am looking for an asset that would let me to have a procedual animation(or some inverse kinematic) of the legs moving. Can this asset animate while it s lerping/ when the NPC starts to move?
Answer
Hi Recktarded,
thank you very much for your support requests. You typically would use root motion for animating the character and let it follow a path via a script. This would generate better/more natural looking results than procedural animations. It's also more straight forward.
You can optionally use UMotion to create or modify the walking root motion animation for your character. You would then setup an Animator Controller just like you would do for the player character and combine this with scripts. Here is a video tutorial I found related to this topic: https://www.youtube.com/watch?v=uAGjKxH4sDQ
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Hi Recktarded,
regarding your questions in the satisfaction mark:
With UMotion Pro you can create new or edit existing animations. But please note that the bones still have to be added to the character in Blender. Here are some practical examples of what you can do with Umotion: https://www.soxware.com/umotion-manual/InPractice3.html (please also check out the other videos in the "In Practice" category).
Best regards,
Peter
I see, i have a better idea about how this works, So you need a mesh with the bones rig, and then you can animate it from scratch. So i have a few more questions if you don t mind, 1. How do i need to set up the mesh in blender? As in what bones/how many bones need to be created? 2.Can i see an example of creating root animations? 3.Do you have a template of a model that i could use as reference?
I recommend watching related Blender video tutorials. "Rigging and Skinning" is the catchphrase you are looking for.
If you're character is human like and you want it to be compatible with Unity's humanoid animation system (so that you can make use of animation re-targeting), you need to have the bones setup like this: https://docs.unity3d.com/Manual/UsingHumanoidChars.html
For animating, I recommend starting by editing existing animations. All UMotion video tutorials can be found here: https://www.soxware.com/umotion-manual/VideoTutorials.html
Best regards,
Peter
Customer support service by UserEcho
Hi Recktarded,
thank you very much for your support requests. You typically would use root motion for animating the character and let it follow a path via a script. This would generate better/more natural looking results than procedural animations. It's also more straight forward.
You can optionally use UMotion to create or modify the walking root motion animation for your character. You would then setup an Animator Controller just like you would do for the player character and combine this with scripts. Here is a video tutorial I found related to this topic: https://www.youtube.com/watch?v=uAGjKxH4sDQ
Please let me know in case you have any follow-up questions.
Best regards,
Peter