How to keep staring at the point
Hi,
Could you explain a little bit how I can let the character staring at a point.
I am making an aiming animation.
I would like to set the neck and head to keep its position and rotation to stare at a point
regardless of the movement of the arms or spines.
Is there a way to do this in UMotion?
Regards,
Scott Hong
Answer
Hi,
thank you very much for your support request.
Doing an "aim" inside an animation means that it is baked into the animation and won't adapt at the target's position at real time. That's why usually a real-time IK solution is used for this (on top of the regular animations) which calculates the pose at real time based on the current target position. This for example is final IK's aiming solution:
Link: Final IK - Asset Store
If you have a special case where you want to bake the result into an animation clip (because you're targets don't change at realtime) you can extend UMotion's functionality by (e.g. Final IK's Aiming solution) using the UMotion callback mechanism. That way you can preview and key the behavior inside UMotion. For more information regarding the UMotion callback mechanism and how to use it with Final IK, please check out the UMotion manual at ("Pose Editor / Options" headline "Extending UMotion").
Don't hesitate to contact me in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
Doing an "aim" inside an animation means that it is baked into the animation and won't adapt at the target's position at real time. That's why usually a real-time IK solution is used for this (on top of the regular animations) which calculates the pose at real time based on the current target position. This for example is final IK's aiming solution:
Link: Final IK - Asset Store
If you have a special case where you want to bake the result into an animation clip (because you're targets don't change at realtime) you can extend UMotion's functionality by (e.g. Final IK's Aiming solution) using the UMotion callback mechanism. That way you can preview and key the behavior inside UMotion. For more information regarding the UMotion callback mechanism and how to use it with Final IK, please check out the UMotion manual at ("Pose Editor / Options" headline "Extending UMotion").
Don't hesitate to contact me in case you have any follow-up questions.
Best regards,
Peter