I am developing a boxing game, and i would like to implement physics, but after days of fiddling with animations and physics in Unity I have come to the conclusion that I can not make it work correctly. What I want is the following:
The imported animation has the hand completely following through the whole punch, stretching the arm, but I hope that animating with IK's and Unity's LocomotionSystem can make the arm stop at the opponents face.
Does anybody know if this can be done, and if so, can I implement this in a couple of weeks? (I have some months experience with both Unity and Maya/Blender).
Or is there a better/easier way to do this?
Thanks in advance!
It seems it would better to use an Asset I found in the Asset Store for free: [http://u3d.as/content/dogzer/inverse-kinematics/2fP]
: Inverse Kinematics by Dogzer.
I still have issues though, but I will make another question for that.