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Unity Inverse Kinematics

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Oct 12th, 2021
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C# 0.69 KB | None | 0 0
  1. if (ikActive)
  2. {
  3.     if (currentObject != null)
  4.     {
  5.         _objectAnimator.SetFloat("IKWeight", 1, 0.1f, Time.deltaTime * 0.5f);
  6.         _objectAnimator.SetLookAtWeight(_objectAnimator.GetFloat("IKWeight"));
  7.         _objectAnimator.SetLookAtPosition(currentObject.position);
  8.         _objectAnimator.SetIKPositionWeight(AvatarIKGoal.RightHand, _objectAnimator.GetFloat("IKWeight"));
  9.         _objectAnimator.SetIKPosition(AvatarIKGoal.RightHand, currentObject.position);
  10.     }
  11. }
  12. else
  13. {
  14.     _objectAnimator.SetFloat("IKWeight", 0, 0.1f, Time.deltaTime * 1.5f);
  15.     _objectAnimator.SetIKPositionWeight(AvatarIKGoal.RightHand, _objectAnimator.GetFloat("IKWeight"));
  16.     _objectAnimator.SetLookAtWeight(_objectAnimator.GetFloat("IKWeight"));
  17. }
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