diff options
Diffstat (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html')
-rw-r--r-- | Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html | 478 |
1 files changed, 239 insertions, 239 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html index f1d11ff3..c87e3218 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Manual/pages/InverseKinematics.html @@ -1,236 +1,236 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml"> - <head> - <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" /> - <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>UMotion Manual - Inverse Kinematics</title> - <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen"> - <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen"> - </head> - <body> - <div class="header"> - <div class="headerLogo"> - <img src="../styles/UMotionLogoHeader.png"></img> - </div> - <div class="headerBlueRight"> - <a href="https://www.soxware.com" class="headerLink">soxware.com</a> - </div> - </div> - <div class="versionHeader"> - <p class="versionText">Version: <b>1.22p03</b> </p> - </div> - <div class="leftContent"> - <div class="leftContentInner"> - <div class="leftContentHeadline"> - UMotion Manual - </div> - <!-- Tree View --> - <ol class="tree"> - -<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li> - -<li class="file"><a href="Introduction.html">Introduction & Tips</a></li> - -<li class="file"><a href="GettingStarted.html">Getting Started</a></li> - -<li> - <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" /> - <ol> -<li> - <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" /> - <ol> -<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li> - -<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li> - -<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li> - -<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li> - -<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li> - -<li class="file"><a href="Lesson5.html">5) Config Mode</a></li> - -<li class="file"><a href="Lesson6.html">6) Export Animations</a></li> - -<li class="file"><a href="Lesson7.html">7) Root Motion</a></li> - -<li class="file"><a href="Lesson8.html">8) Animation Events</a></li> - -<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li> -</ol> -</li> - -<li> - <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" /> - <ol> -<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li> - -<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li> - -<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li> - -<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li> - -<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li> -</ol> -</li> - -<li> - <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" /> - <ol> -<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li> - -<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li> - -<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li> - -<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li> -</ol> -</li> - -<li> - <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" /> - <ol> -<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li> -</ol> -</li> -</ol> -</li> - -<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li> - -<li> - <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" /> - <ol> -<li> - <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" /> - <ol> -<li class="file"><a href="MenuBarFile.html">File</a></li> - -<li class="file"><a href="MenuBarEdit.html">Edit</a></li> - -<li class="file"><a href="MenuBarHelp.html">Help</a></li> -</ol> -</li> - -<li class="file"><a href="Preferences.html">Preferences</a></li> - -<li class="file"><a href="ImportExport.html">Import / Export</a></li> - -<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li> - -<li> - <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" /> - <ol> -<li class="file"><a href="ProjectSettings.html">Project Settings</a></li> - -<li class="file"><a href="ClipSettings.html">Clip Settings</a></li> -</ol> -</li> - -<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li> - -<li class="file"><a href="RootMotion.html">Root Motion</a></li> - -<li class="file"><a href="RotationModes.html">Rotation Modes</a></li> - -<li> - <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" /> - <ol> -<li class="file"><a href="Dopesheet.html">Dopesheet</a></li> - -<li class="file"><a href="Curves.html">Curves View</a></li> -</ol> -</li> - -<li class="file"><a href="Playback.html">Playback Navigation</a></li> - -<li class="file"><a href="Layers.html">Layers</a></li> -</ol> -</li> - -<li> - <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" /> - <ol> -<li> - <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" /> - <ol> -<li> - <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" /> - <ol> -<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li> - -<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li> -</ol> -</li> - -<li class="file"><a href="Configuration.html">Configuration</a></li> - -<li class="file"><a href="ConfigDisplay.html">Display</a></li> -</ol> -</li> - -<li> - <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" /> - <ol> -<li class="file"><a href="Tools.html">Tools</a></li> - -<li class="file"><a href="Channels.html">Channels</a></li> - -<li class="file"><a href="Selection.html">Selection</a></li> - -<li class="file"><a href="PoseDisplay.html">Display</a></li> - -<li class="file"><a href="Animation.html">Animation</a></li> -</ol> -</li> - -<li> - <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" checked id="Constraints" /> - <ol> -<li class="file"><a href="InverseKinematics.html"><b><u>Inverse Kinematics</u></b></a></li> - -<li class="file"><a href="ChildOf.html">Child-Of</a></li> - -<li class="file"><a href="CustomProperty.html">Custom Property</a></li> -</ol> -</li> - -<li class="file"><a href="Options.html">Options</a></li> - -<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li> -</ol> -</li> - -<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li> - -<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li> - -<li class="file"><a href="UMotionAPI.html">UMotion API</a></li> - -<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li> - -<li class="file"><a href="Support.html">Support / FAQ</a></li> - -<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li> - -<li class="file"><a href="KnownIssues.html">Known Issues</a></li> - -<li class="file"><a href="Credits.html">Credits</a></li> - - </ol> - </div> - </div> - <div class="mainContent"> - <div class="mainContentInner"> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <link rel="shortcut icon" type="image/png" href="../styles/UMotionFavicon.png" />
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <title>UMotion Manual - Inverse Kinematics</title>
+ <link rel="stylesheet" type="text/css" href="../styles/theme_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/treeview_styles.css" media="screen">
+ <link rel="stylesheet" type="text/css" href="../styles/element_styles.css" media="screen">
+ </head>
+ <body>
+ <div class="header">
+ <div class="headerLogo">
+ <img src="../styles/UMotionLogoHeader.png"></img>
+ </div>
+ <div class="headerBlueRight">
+ <a href="https://www.soxware.com" class="headerLink">soxware.com</a>
+ </div>
+ </div>
+ <div class="versionHeader">
+ <p class="versionText">Version: <b>1.22p03</b> </p>
+ </div>
+ <div class="leftContent">
+ <div class="leftContentInner">
+ <div class="leftContentHeadline">
+ UMotion Manual
+ </div>
+ <!-- Tree View -->
+ <ol class="tree">
+
+<li class="file"><a href="../UMotionManual.html">UMotion Manual</a></li>
+
+<li class="file"><a href="Introduction.html">Introduction & Tips</a></li>
+
+<li class="file"><a href="GettingStarted.html">Getting Started</a></li>
+
+<li>
+ <label for="VideoTutorials"><a href="VideoTutorials.html" class="treeFolderLink">Video Tutorials</a></label> <input type="checkbox" id="VideoTutorials" />
+ <ol>
+<li>
+ <label for="GeneralTutorials"><a href="GeneralTutorials.html" class="treeFolderLink">General</a></label> <input type="checkbox" id="GeneralTutorials" />
+ <ol>
+<li class="file"><a href="QuickStart.html">Quick Start Tutorial</a></li>
+
+<li class="file"><a href="Lesson1.html">1) Installation & First Steps</a></li>
+
+<li class="file"><a href="Lesson2.html">2) Pose Editing</a></li>
+
+<li class="file"><a href="Lesson3.html">3) Clip Editor</a></li>
+
+<li class="file"><a href="Lesson4.html">4) Curves & Rotation Modes</a></li>
+
+<li class="file"><a href="Lesson5.html">5) Config Mode</a></li>
+
+<li class="file"><a href="Lesson6.html">6) Export Animations</a></li>
+
+<li class="file"><a href="Lesson7.html">7) Root Motion</a></li>
+
+<li class="file"><a href="Lesson8.html">8) Animation Events</a></li>
+
+<li class="file"><a href="Lesson9.html">9) Pose Mirroring</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="ProfessionalExclusive"><a href="ProfessionalExclusive.html" class="treeFolderLink">UMotion Pro</a></label> <input type="checkbox" id="ProfessionalExclusive" />
+ <ol>
+<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
+
+<li class="file"><a href="ProLesson2.html">2) Inverse Kinematics</a></li>
+
+<li class="file"><a href="ProLesson3.html">3) Child-Of Constraint</a></li>
+
+<li class="file"><a href="ProLesson4.html">4) Custom Properties</a></li>
+
+<li class="file"><a href="ProLesson5.html">5) IK Pinning</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="InPractice"><a href="InPractice.html" class="treeFolderLink">In Practice</a></label> <input type="checkbox" id="InPractice" />
+ <ol>
+<li class="file"><a href="InPractice1.html">1) Our First Animation</a></li>
+
+<li class="file"><a href="InPractice2.html">2) Editing Animations</a></li>
+
+<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
+
+<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Jayanam"><a href="Jayanam.html" class="treeFolderLink">Jayanam</a></label> <input type="checkbox" id="Jayanam" />
+ <ol>
+<li class="file"><a href="Jayanam1.html">UMotion Tutorial</a></li>
+</ol>
+</li>
+</ol>
+</li>
+
+<li class="file"><a href="HowToCreateBetterAnimations.html">How to create better animations</a></li>
+
+<li>
+ <label for="ClipEditor"><a href="ClipEditor.html" class="treeFolderLink">Clip Editor</a></label> <input type="checkbox" id="ClipEditor" />
+ <ol>
+<li>
+ <label for="MenuBar"><a href="MenuBar.html" class="treeFolderLink">Menu Bar</a></label> <input type="checkbox" id="MenuBar" />
+ <ol>
+<li class="file"><a href="MenuBarFile.html">File</a></li>
+
+<li class="file"><a href="MenuBarEdit.html">Edit</a></li>
+
+<li class="file"><a href="MenuBarHelp.html">Help</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Preferences.html">Preferences</a></li>
+
+<li class="file"><a href="ImportExport.html">Import / Export</a></li>
+
+<li class="file"><a href="FKtoIKConversion.html">FK to IK Conversion</a></li>
+
+<li>
+ <label for="MainNavigation"><a href="MainNavigation.html" class="treeFolderLink">Main Navigation</a></label> <input type="checkbox" id="MainNavigation" />
+ <ol>
+<li class="file"><a href="ProjectSettings.html">Project Settings</a></li>
+
+<li class="file"><a href="ClipSettings.html">Clip Settings</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="AnimatedPropertiesList.html">Animated Properties List</a></li>
+
+<li class="file"><a href="RootMotion.html">Root Motion</a></li>
+
+<li class="file"><a href="RotationModes.html">Rotation Modes</a></li>
+
+<li>
+ <label for="DopesheetCurves"><a href="DopesheetCurves.html" class="treeFolderLink">Dopesheet / Curves View</a></label> <input type="checkbox" id="DopesheetCurves" />
+ <ol>
+<li class="file"><a href="Dopesheet.html">Dopesheet</a></li>
+
+<li class="file"><a href="Curves.html">Curves View</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Playback.html">Playback Navigation</a></li>
+
+<li class="file"><a href="Layers.html">Layers</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseEditor"><a href="PoseEditor.html" class="treeFolderLink">Pose Editor</a></label> <input type="checkbox" checked id="PoseEditor" />
+ <ol>
+<li>
+ <label for="ConfigMode"><a href="ConfigMode.html" class="treeFolderLink">Config Mode</a></label> <input type="checkbox" id="ConfigMode" />
+ <ol>
+<li>
+ <label for="RigHierarchy"><a href="RigHierarchy.html" class="treeFolderLink">Rig Hierarchy</a></label> <input type="checkbox" id="RigHierarchy" />
+ <ol>
+<li class="file"><a href="IKSetupWizard.html">IK Setup Wizard</a></li>
+
+<li class="file"><a href="MirrorMapping.html">Mirror Mapping</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Configuration.html">Configuration</a></li>
+
+<li class="file"><a href="ConfigDisplay.html">Display</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="PoseMode"><a href="PoseMode.html" class="treeFolderLink">Pose Mode</a></label> <input type="checkbox" id="PoseMode" />
+ <ol>
+<li class="file"><a href="Tools.html">Tools</a></li>
+
+<li class="file"><a href="Channels.html">Channels</a></li>
+
+<li class="file"><a href="Selection.html">Selection</a></li>
+
+<li class="file"><a href="PoseDisplay.html">Display</a></li>
+
+<li class="file"><a href="Animation.html">Animation</a></li>
+</ol>
+</li>
+
+<li>
+ <label for="Constraints"><a href="Constraints.html" class="treeFolderLink">Constraint System</a></label> <input type="checkbox" checked id="Constraints" />
+ <ol>
+<li class="file"><a href="InverseKinematics.html"><b><u>Inverse Kinematics</u></b></a></li>
+
+<li class="file"><a href="ChildOf.html">Child-Of</a></li>
+
+<li class="file"><a href="CustomProperty.html">Custom Property</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="Options.html">Options</a></li>
+
+<li class="file"><a href="ToolAssistant.html">Tool Assistant</a></li>
+</ol>
+</li>
+
+<li class="file"><a href="EditInPlayMode.html">Edit In Play Mode</a></li>
+
+<li class="file"><a href="UnityTimelineIntegration.html">Unity Timeline Integration</a></li>
+
+<li class="file"><a href="UMotionAPI.html">UMotion API</a></li>
+
+<li class="file"><a href="ExportingAnimationsFAQ.html">Exporting Animations FAQ</a></li>
+
+<li class="file"><a href="Support.html">Support / FAQ</a></li>
+
+<li class="file"><a href="ReleaseNotes.html">Release Notes</a></li>
+
+<li class="file"><a href="KnownIssues.html">Known Issues</a></li>
+
+<li class="file"><a href="Credits.html">Credits</a></li>
+
+ </ol>
+ </div>
+ </div>
+ <div class="mainContent">
+ <div class="mainContentInner">
<h1 class="headline1" id="">Inverse Kinematics <span class="professionalTag">Professional</span></h1><p class="textBlock">There are 2 approaches on how to modify the orientation of bones in UMotion.</p><ul class="listMain"> <li class="listItem"><span class="listText">The traditional forward kinematics approach lets you directly modify the orientation of every bone. This is a simple and straight-forward way to define poses. While animating you often have situations where you want to place e.g. a hand of the character at a certain position. To achieve this in forward kinematics it is necessary to rotate every bone of the arm until the hand is in the correct position. It is hard and time consuming to do a precise placement of the hand.</span></li> <li class="listItem"><span class="listText">Inverse kinematics allows modifying the end point of a bone chain directly. For example, the hand position can be modified directly and all bones of the arm are updated accordingly. This results not only in a faster workflow but it also enables new possibilities like sticking the hands to a world position.</span></li> -</ul><h3 class="headline3" id="">Rig Layers</h3><p class="textBlock">Most of the time it depends on the situation if forward kinematics or inverse kinematics is more suitable. UMotion allows you to seamlessly switch between both approaches during an animation. This is possible due to the so called rig layers:</p><p class="textBlock">There is one rig layer for forward kinematics and one for inverse kinematics. It's like the animated GameObject has two skeletons - one that is affected by forward kinematics and one that is affected by inverse kinematics. Each inverse kinematics constraint has a switch that can be used to smoothly blend between the two skeletons.</p><h3 class="headline3" id="">Explanation Of Terms</h3><p class="textBlock">The <b>IK handle</b> is the joint/transform that has the Inverse Kinematics Constraint attached. It controls the rotation of a chain of bones whereby the end of the chain is the IK target.</p><p class="textBlock">The pole axis is the line between the start of the first bone in the IK chain to the start of the target bone.</p><img src="../images/IKNamingDefinitions.png" class="image"></img> -<p class="imageText">Inverse Kinematics - Naming Definitions</p><h3 class="headline3" id="">Inverse Kinematics Goal</h3><p class="textBlock">The IK constraint's goal is to rotate all bones of the chain in such a way, that the IK target's position is the same as the position of the IK handle. So by moving the IK handle in Pose Mode (all Constraints are disabled during Config Mode) the whole IK chain will update automatically.</p><p class="textBlock">The IK solver used by the IK constraint is a <b>Rotate Plane Solver</b>. This type of solver is incredible easy to use and produces robust results (no jitter, sudden bone movements). The algorithm projects the bone chain and the IK handle onto a 2D plane (shown in blue in the screenshot below) and applies the IK solving algorithm in 2D space. Elbows, knees, etc. are only bending in the direction the arrow of the IK plane is pointing to. The bone chain is then rotated in such a way that it points into the IK handle's direction thus making the IK target position match the IK handle's position.</p><img src="../images/IKPlane.png" class="image"></img> -<p class="imageText">Inverse Kinematics Plane</p><p class="textBlock">When configuring an IK constraint the IK plane should always point into the direction the elbow, knee, etc. should bend. The surface of the plane defines the space in which the bones will be bended or stretched by the IK algorithm.</p><p class="textBlock">The IK handle can't be a child of a joint/transform in its chain.</p><p class="textBlock">If the parent of the IK handle is set to be the hips, then for example, the hands will stay at the same place relative to the hips. If the parent is set to be the animated GameObject's root, then the hands won't move when the character's hips are moved. This way it is possible to pin the hands at a certain location (useful for climbing animations etc.).</p><p class="textBlock">Only one Inverse Kinematics Constraint can be added per joint/transform.</p><h3 class="headline3" id="">IK Pinning</h3><p class="textBlock">The <a href="ChildOf.html" class="link">Child-Of Constraint</a> can be used to extend the Inverse Kinematics Constraint with IK pinning functionality. When an IK handle is pinned, it keeps its current position even if the rest of the rig is moved. When an IK handle is not pinned it moves with the rest of the rig.</p><h2 class="headline2" id="Setup">Setup</h2><img src="../images/IKConstraintSetup.png" class="image"></img> +</ul><h3 class="headline3" id="">Rig Layers</h3><p class="textBlock">Most of the time it depends on the situation if forward kinematics or inverse kinematics is more suitable. UMotion allows you to seamlessly switch between both approaches during an animation. This is possible due to the so called rig layers:</p><p class="textBlock">There is one rig layer for forward kinematics and one for inverse kinematics. It's like the animated GameObject has two skeletons - one that is affected by forward kinematics and one that is affected by inverse kinematics. Each inverse kinematics constraint has a switch that can be used to smoothly blend between the two skeletons.</p><h3 class="headline3" id="">Explanation Of Terms</h3><p class="textBlock">The <b>IK handle</b> is the joint/transform that has the Inverse Kinematics Constraint attached. It controls the rotation of a chain of bones whereby the end of the chain is the IK target.</p><p class="textBlock">The pole axis is the line between the start of the first bone in the IK chain to the start of the target bone.</p><img src="../images/IKNamingDefinitions.png" class="image"></img>
+<p class="imageText">Inverse Kinematics - Naming Definitions</p><h3 class="headline3" id="">Inverse Kinematics Goal</h3><p class="textBlock">The IK constraint's goal is to rotate all bones of the chain in such a way, that the IK target's position is the same as the position of the IK handle. So by moving the IK handle in Pose Mode (all Constraints are disabled during Config Mode) the whole IK chain will update automatically.</p><p class="textBlock">The IK solver used by the IK constraint is a <b>Rotate Plane Solver</b>. This type of solver is incredible easy to use and produces robust results (no jitter, sudden bone movements). The algorithm projects the bone chain and the IK handle onto a 2D plane (shown in blue in the screenshot below) and applies the IK solving algorithm in 2D space. Elbows, knees, etc. are only bending in the direction the arrow of the IK plane is pointing to. The bone chain is then rotated in such a way that it points into the IK handle's direction thus making the IK target position match the IK handle's position.</p><img src="../images/IKPlane.png" class="image"></img>
+<p class="imageText">Inverse Kinematics Plane</p><p class="textBlock">When configuring an IK constraint the IK plane should always point into the direction the elbow, knee, etc. should bend. The surface of the plane defines the space in which the bones will be bended or stretched by the IK algorithm.</p><p class="textBlock">The IK handle can't be a child of a joint/transform in its chain.</p><p class="textBlock">If the parent of the IK handle is set to be the hips, then for example, the hands will stay at the same place relative to the hips. If the parent is set to be the animated GameObject's root, then the hands won't move when the character's hips are moved. This way it is possible to pin the hands at a certain location (useful for climbing animations etc.).</p><p class="textBlock">Only one Inverse Kinematics Constraint can be added per joint/transform.</p><h3 class="headline3" id="">IK Pinning</h3><p class="textBlock">The <a href="ChildOf.html" class="link">Child-Of Constraint</a> can be used to extend the Inverse Kinematics Constraint with IK pinning functionality. When an IK handle is pinned, it keeps its current position even if the rest of the rig is moved. When an IK handle is not pinned it moves with the rest of the rig.</p><h2 class="headline2" id="Setup">Setup</h2><img src="../images/IKConstraintSetup.png" class="image"></img>
<p class="imageText">Inverse Kinematics Constraint - Setup</p><table class="themeTable"> <tr class="themeTableRow"> <th class="themeTableHeader">UI Element</th> @@ -301,12 +301,12 @@ <td class="themeTableCell" style="white-space: nowrap;">Pole Rotation</td> <td class="themeTableCell">This is only visible when no Pole target was selected. It controls the rotation around the pole axis in degrees.</td> </tr> -</table> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</table>
+ <div class="mainContentFooter">
+ <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p>
+ <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
+ </div>
+ </div>
+ </div>
+ </body>
+</html>
|