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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!
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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][1] [1]: Inverse Kinematics by Dogzer. I still have issues though, but I will make another question for that.
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The locomotion system is only really useful for legs. However, it does include a few IK controllers that you can hijack for the purposes. It's surprisingly difficult to do what you want to do here- you should think hard about exactly how the arm needs to move, and then have a look at how you would go about implementing the IK controllers that come with the Locomotion System.
Thanks for the quick response! It was sort of what I hoped to hear...that it sounds possible. I couldn't sleep for hours last night because I gradually began to understand the complexity of the movements I want, so I might have to settle for less. But I am going to try it out and see if I can get something to work. Thank you!