FAQ

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Pärtel Lang

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Jun 16, 2015, 6:47:57 AM6/16/15
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What is Final IK?

Final IK is a collection of Inverse Kinematics components for the Unity game engine. It includes a wide variety of IK algorithms such as CCD, FABRIK, limb, aim, look at and full body IK and more advanced systems built on those components, such as the Interaction System and Grounder.

Where is the User Manual?


Where is the Script Reference?


Do you have a support e-mail?



Can I use Final IK to create animation clips for my character, how does it save the animation clips? 
Final IK was not designed for animation authoring, but for run-time animation modification, meaning it will run on top of whatever animation you have to provide you more flexibility and accuracy when interacting with in-game objects and other characters. 
For example if your character is climbing a wall, you can apply Full Body Biped IK on top of it to make sure your hands and feet always remain fixed to the ledges. 
That doesn't mean you can't write a system that records the animation that has been modified with IK to create customized animation clips for different characters.


Hope that this will not only work with a special 3d program. Is there any information on how to export from a 3D animation package? 
Final IK has nothing to do with any 3D animation packages. You would animate and export your animation clips just like you are doing it now, 
the IK components will just provide a library of possibilities for extending, modifying and characterizing those animations. 
The primary function of Full Body IK is not providing a rig for creating animations in Unity from scratch, it is modifying the existing animations 
and re-targeting specific body parts to match the dynamic real-time environment. 
It will dramatically reduce the amount of animation work you will have to do for your game.

This system actually allows to have completely non-animated animations that are run only from scripts right? 
Yes.

Compared to MOCAP, what can I expect with the IK-based animations from your system? 
IK animation should not be compared to MOCAP, ideally they should work together, not replace each other. 
Procedural IK only takes you so far. If you are aiming for real AAA quality and you want to compare your game with the Assassins Creed or The Last of Us, you'll still need top notch MOCAP base animation.

Does Mecanim work better than Legacy in conjunction with Final IK or if it doesn't matter which system to use all? 
It does not matter at all, go with what you prefer.

Can we tween in and out of an IK'd pose? 
Yes, we can!

Can it actually work perfectly upside down? 
Yes it works upside down, you can rotate the characters however you like and still use IK.


Does Final IK allow you to rig a 3D mesh that does not have any bones? 
No, it needs to have bones and skinning.


Do you think Final IK can be used for simulating hair or a piece of cloth on a biped? 

IK deals with kinematics, not dynamics. There are dynamic bone solutions available on the Asset Store.


Does Final IK work with 2D? 
Since Final IK 1.0, heuristic solvers (CCD, FABRIK, AimIK) will have a "2D" toggle, that will force them to solve on the XY plane only.

FullBodyBipedIK does not work in 2D though.


Does Final IK work with Playmaker?
Yes, please download the Final IK Playmaker Actions to a project that has Playmaker and Final IK already imported.


Does Final IK work with LeapMotion?
Yes, download this package to a project with Final IK and LeapMotion assets already inside, it contains a script for mapping a 3D character to the Leap hands using the FullBodyBipedIK component.

Виталий Серегин

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Sep 7, 2015, 6:49:14 AM9/7/15
to Final IK
Hi! I have a problem with direction of bone.
When I added Full Body Biped IK, its created two bones with wrong moving direction. How can I rotate it to make right moving direction?
Here's a screenshot. 

Pärtel Lang

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Sep 7, 2015, 8:30:33 AM9/7/15
to Final IK
Hi!

Please take a look at this video, it explains it in depth.

Best Regards,
Pärtel

Jashan Chittesh

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Jun 2, 2017, 3:39:27 AM6/2/17
to Final IK
I'm posting this question to FAQ because that is where I first looked for an answer (after unsuccessful Google Fu ... that become successful after figuring out rather detailed repro-steps, so I have this more or less solved already ;-) ):

In the "README" objects ("READ ME!"), I am getting a long, rather random list of numbers, why?

I have just installed FinalIK to my main project, nothing else changed, and in the "README" objects (e.g. VRIK (Basic), "READ ME!", both in Comments and Demo GUI Message), instead of the readme text, I am getting a long, rather random list of numbers. This is something I have also seen with other packages (it seems to be some strange Unity serialization bug).

This is in Unity 5.5.3p1, with the current version from the Unity Asset Store (1.6.1, from April 11, 2017). It does not happen when importing FinalIK to a new, empty project. 

It seems like the issue is with my main project using Edit / Project Settings / Editor / Asset Serialization / Mode = "Forced Text".

Pärtel Lang

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Jun 2, 2017, 9:39:45 AM6/2/17
to Final IK
Hey,

It's a Unity bug with importing packages created in "Mixed" Asset Serialization Mode to a project with another type of Asset Serialization, it messes up serialized string values in the imported scenes.

  1. Delete "Plugins/RootMotion".
  2. Create a new project with the default (Mixed) Asset Serialization mode.
  3. import FIK, change Asset Serialization to what you have in your original project (Edit -> Project Settings -> Editor).
  4. Export FIK to somewhere on your computer.
  5. Open your original project and import the newly created package.

Cheers,

Pärtel

lemon...@gmail.com

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Sep 2, 2019, 3:41:31 AM9/2/19
to Final IK
Hi, I have a problem using FullBodyBipedIK.

I want to use spine rotation while playing but Body Effector in your FullBodyBipedIK doesn't have rotation weight.

If you don't mind, can you tell me how to customize it?

Pärtel Lang

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Sep 2, 2019, 3:45:03 AM9/2/19
to Final IK
Hey,
Please take a look at the "Offset Effector" demo scene, it has an example of a rotational spine effector with a bit of extra scripting.

Best,
Pärtel
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