Thanks for featuring KINERACTIVE! It's always nice to see that all of that time and effort in making it has been found useful by others :-) It's been nearly 5 years since I wrote the code, so don't I remember the details(hopefully I added it to the manual!), but the target variables are private as there would be a method/function to change them cleanly.
This was EXTREMELY helpful. Thank you so much for the great, thorough video! From my now own experience using several of these assets, Final IK would be my recommendation to everyone, if money isn't an issue. It was def. the best out-of-the-box experience when it came to integrating it into my project with ease. Great asset. 👍
Brilliant content as usual. Have both Finak ik and Interactor. they both work great. Kinda expensive for a hobby tho, still you can catch them on sale.
FinalIK is literally a saviour. I spent a long time on my current VR project trying different options, then I dropped in FinalIK and it was just perfect.
Great video, as always! I would love if you'd make a video about puppet master (same dev as final Ik). I'm trying to implement it but haven't had too much success yet, but i would think you as a senior game dev would wrap your head around it faster. 😊
Thanks for saving me $90, and a lot of time! I mainly just need minor hand/foot tweaks to "baked" animation, and am an editor-tooling pro, so DIY seems the way to go. "Heavy" solutions like Final IK add major dependencies, so thanks for not just defaulting to that, like most YTers. Kinteractive is a real find 😍 Those little interactions add a lot of polish, and a stable older package is actually a boon for long-term maintenance IMO. I've had to freeze upgrading some assets, b/c the Store motivates tweaks for the sake of seeming "active". So this works just fine for me 👍
Brilliant! As always, well done :) I was deep in this rabbit hole around a year ago on IK. Learned a lot, built and scrapped my own custom system and settled on a few assets from "Fimpossible creations" with some success. This whole topic can be frustrating, but it's super fun to play with once everything starts clicking! Thanks again!!
Hey 😁! I was really frustrated when I first started trying to get IK to work. It didn’t really make sense to me and I thought there just had to be an easier way. Turned out… I was mostly right. The easier way was to make some tooling around it or buy an asset😆
I'm making an idea I had over a year ago for grip transforms being item dependant. Now seeing this I see I'm essentially just making interactor ($62) but without the complex transitions. Using splines is a great idea! I might have to try it out on mine!
Thanks for putting this together. It’s a very welcome resource at this time in the gamedev journey. I am focusing on FPS animation currently ( a set of humanoid arms ). I would like to set up some basic IK tweaks to animations I already have in Blender, such as holding a pistol, aim down sight. Then do similar for a 2 handed gun. What can you recommend for this? Any guidance would be appreciated. I think the two handed IK for the animation rigging package may work well. I’ll give it a shot today. Thanks
I love seeing your videos. This was a really great overview of each solutions for IK in Unity, and you showed the use cases of each and summed it all up at the end! I have used Unity’s Animation Rigging package and I agree with you that you can do a lot with this and rolling your own scripts. I brought Final IK on sale so I’ll be diving into testing that soon.
I would like to animate musicians playing their instruments including fingering a.s.o. What would you recommend? (beginner here ;-) Any other help for this task?
Oh i take it you are not using Unity LTS then since Animation Rigging in LTS are 1.2.1? also a couple side note about animation rigging, it's actually created for generic rigs and the current version actually doesn't support fully humanoid rigs 😅unlike mecanim IK which only support humanoid rigs but doesn't support generic rigs, not sure why unity doesn't build something that support all of their own built in features 😅. and about the generic IK for something like chain/tails in your example you can use ChainIK which also use FABRIK
so, money not a factor and with as little code as possible; Final IK would be good for big things paired with Interactor for fine toon and finger type stuff?
Bought Final IK years ago on sale. Just starting to use it now. Thanks for your tips! The main reason I'm looking at IK solutions is that the export from daz for gen 9 characters seem to have mangled hands in animations. I heard Final IK might help fix the issues. Also, I want my characters to move there shield independently of animations and spear and sword attacks to right and hit a weak point of a character, rather than have generic attacks.
How many of these can manipulate the hips? I noticed Final IK was able to move it, which surprised me since an objects root position is tied to their hips. Being able to dynamically move those would be handy.
i was really helpfull , i want to ask question how did you find best solution to problems , every tutorial is unique from other channels , how could you found out these solutions, recently i am trying out AR multiplayer shooting game, i could not found best solution to it now it's getiing hard to work on it.
Great lessons, thanks a lot! Sorry for the offtopic, but I have a question about changing weapons. I'm using your weapon scripts and pickup&drop script on the player. I have a rigidbody weapon on the floor so I want to switch the current weapon in real time pick uping new one while throwing out the previous one. How can I do this? I saw your video about it, but I'm afraid I need something different, maybe you have any ideas?
Actually that’s exactly the use case I was looking at for this video. FinalIK, Kineractive, and Interactor all provide an “interaction system” you can use for that effect. I can imagine how it could be done with OnAnimatorIK and AnimationRigging but it will be a little more manual work to adjust positions on the fly. You’d basically be implementing a portion of what these do. It’s not super straightforward. Regardless of the system, you described the steps in your question: 1. When near a “pickup”, throw the current one (probably via a different prefab) 2. Change IK targets to the new gun 3. Do the “pickup” and lerp (or not) the position of the gun to the desired spawn location underneath the player hierarchy
Thanks for fast reply! I have pick up with lerp func in enumerator class, so gun smoothly flies to my hold pos i think i should just get well with your pick up code and try to use your code as reference for my solution
Final IK is the way to go .. just get it at a 50% sale. they do it pretty often. Been using it for a while and its excellent. I have also used the animation rigging and it was bad because it does not work for some models (for example i had trouble making it work for Polygon assets). I have made my own implementation in a project and it was good but very limited since you can not control the spine. I have also used an asset called Bio IK that i got as part of a humble bundle witch is actually very impressive providing better results than any other package i have used , but the implementation was hard for me and the performance takes a bigger hit compared to other solutions. But the point i want to make is once you get Final IK its the easiest solution that you can apply to all your needs without thinking is this good for what i want or do i need another solution.
Yeah. Sometimes the Animation Rigging package can be finicky. I actually had trouble with it in the gun series where it was working on my laptop but not on my desktop until I messed with it for a little bit. FinalIK is definitely the “easy button” for IK. I know a lot of indies/solodevs/hobbists are very cost conscious which is where the recommendation to start free came from. That’s my default in most cases, but there’s always exceptions!