I want to control UMotion IK from a script.
Is it possible to operate the Position and Rotate of IK (example: IK_Foot_L) created by IK Setup Wizard from the self-made method called by Extending UMotion → Callback Name?
Answer
Hi,
thank you very much for your support request.
While you can access and manipulate the IK transforms, the custom script is executed after UMotion finished updating the pose so it won't have any effect on the IK chain. The visualization of the IK transform also happens before the callback is called, so that's why you probably haven't seen any changes (when you tried it).
May I ask you to provide some more details about your use-case? Maybe there is another way you can achieve your goal.
PS: Please note that the callback method is only called while inside UMotion. UMotion's IK is not executed at runtime (when your game plays the exported animation). If you are looking for a runtime IK solution, please use Unity's built in IK (or their new animation rigging package) or 3rd party assets like Final IK.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Thank you for your reply!
Regarding the problems we are currently facing,
I'm using UMotionPro and Timeline to operate two humanoid models at the same time to create motion, but it's a hassle to match human A's hand IK to human B's shoulder.
Is it possible to make the hand IK follow the IK of another model in a way other than "manually align each frame"?
I would use a runtime IK system for that purpose (that is executed when your Timeline plays). Use UMotion and a custom property constraint to animate a fade/weight property of the runtime IK component to fade in/out the shoulder grabbing as required. You can use UMotoin's callback system to execute the runtime IK while editing your animation.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
While you can access and manipulate the IK transforms, the custom script is executed after UMotion finished updating the pose so it won't have any effect on the IK chain. The visualization of the IK transform also happens before the callback is called, so that's why you probably haven't seen any changes (when you tried it).
May I ask you to provide some more details about your use-case? Maybe there is another way you can achieve your goal.
PS: Please note that the callback method is only called while inside UMotion. UMotion's IK is not executed at runtime (when your game plays the exported animation). If you are looking for a runtime IK solution, please use Unity's built in IK (or their new animation rigging package) or 3rd party assets like Final IK.
Please let me know in case you have any follow-up questions.
Best regards,
Peter