This is a bit of a double post from the Unity Forums. I'm trying to use the Full Body Biped to adjust punching/combat animations to enemy characters of different sizes (ensuring that punches that are animated to contact the face always do etc). It is currently easy to put the character in a position where the arm chain locks at its maximum length and the spine and hips compensate to reach the desired pose, however it looks really unnatural as the arm is raised about the clavicle but there is no clavicle rotation. Do you know of a way of achieving this, I've seen devs making VR games who have alluded to implementing automatic clavicle support on top of FinalIK but the haven't mentioned how they went about doing it.
Another question I have regarding the full body solver is, is there a way to encourage the solver to move the hips foward when trying to reach a goal position. I've not had a lot of luck with this.
Thanks a lot
Toby
If needs be I can try and create an example of the problem I am having but because the project is under NDA I'm going to need to assemble a more generic example of what we are working on