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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

 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RootMotion; // Need to include the RootMotion namespace as well because of the BipedReferences


public class FinalIKIntegration : MonoBehaviour
{

// Start is called before the first frame update
void Start()
{

}

// Update is called once per frame
void Update()
{

}

public void Integrate(UMA.UMAData umaData)
{
//this adds the FBBIK component to your character
RootMotion.FinalIK.FullBodyBipedIK fbbik = gameObject.AddComponent<RootMotion.FinalIK.FullBodyBipedIK>();

//this will set the references for your character
BipedReferences references = null;
BipedReferences.AutoDetectReferences(ref references, fbbik.transform, BipedReferences.AutoDetectParams.Default);
fbbik.SetReferences(references, null);

//this will set the orientation of your character's limbs
fbbik.solver.SetLimbOrientations(BipedLimbOrientations.UMA);
}
}
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