Answered

Can you use Inverse kinematic for a lerping Gameobject?

Recktarded 3 months ago updated 3 months ago 5

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? 

UMotion Version:
Unity Version:

Answer

Answer
Answered

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

GOOD, I'M SATISFIED

I see, so i am thinking of buying this asset, because i need some animation work for my game. I make my own models, alltough i have limited knowlege of modeling, and even less knowlage about animation. I know i should add bones to the character models, because i would also like to convert the NPC s from animation to ragdoll. Also, i would like animations for Talking / Different moods of talking , walking - root motion as you ve recomended, and maybe some more in the future. Could you please present this asset a bit better and what could it be used for? Please note, i do the modelling in Blender and i export as FBX. Thank you very much for the kind support and for your time!

Satisfaction mark by Recktarded 3 months ago
Answer
Answered

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

Thank you, i will buy the asset.