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Working with UMA characters » FinalIKIntegration.cs

Integrate FinalIK to your UMA character on play - Sabina Huskic, 2019-03-02 17:06

 
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RootMotion; // Need to include the RootMotion namespace as well because of the BipedReferences
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public class FinalIKIntegration : MonoBehaviour
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{
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    // Start is called before the first frame update
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    void Start()
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    {
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    }
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    // Update is called once per frame
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    void Update()
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    {
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    }
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    public void Integrate(UMA.UMAData umaData)
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    {
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        //this adds the FBBIK component to your character
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        RootMotion.FinalIK.FullBodyBipedIK fbbik = gameObject.AddComponent<RootMotion.FinalIK.FullBodyBipedIK>();
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        //this will set the references for your character
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        BipedReferences references = null;
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        BipedReferences.AutoDetectReferences(ref references, fbbik.transform, BipedReferences.AutoDetectParams.Default);
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        fbbik.SetReferences(references, null);
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        //this will set the orientation of your character's limbs
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        fbbik.solver.SetLimbOrientations(BipedLimbOrientations.UMA);
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    }
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}
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