On Wednesday, I went back to the foot IK to try and get it working. In the end, I had to reduce it significantly, and remove the hip offset as it was glitching the player up and down every now and again, especially when jumping. Another reason I had to dampen the effect was that the horse link really didn't like being pushed up too much, which is understandable considering the anatomy.
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Leg IK hooked up to the animation |
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Once again, hooking up to the custom function |
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Hooking the socket locations into the custom functions, then picking only the leg with the highest difference so that one leg will always be touching the ground. I implemented this after watching both legs go up at the same time once and thinking: 'why would you crouch like that when you can just stand...' |
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I used sphere trace this time, so that the trace wouldn't accidentally find a gap between collision boxes, and would instead be thick enough to ignore it and hit the surface edges instead. |
I compiled once again, (also a few times after that while I was trying to figure out what would give the best results) and tested in scene:
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Time to test all of the surfaces! |
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Smooth alpha lerp between the current leg position and the new one |
I found that the IK system liked some collisions, but didn't work for others, and especially didn't like being directly on the edge of a tall collision box:
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please make your mind up about being up or down... please... |
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