Created
July 25, 2017 01:12
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Final IK changes for positioning feet using hip tracker
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| diff --git a/Assets/Plugins/RootMotion/FinalIK/IK Solvers/IKSolverVRLocomotion.cs b/Assets/Plugins/RootMotion/FinalIK/IK So | |
| lvers/IKSolverVRLocomotion.cs | |
| index 122de1b..0b16128 100644 | |
| --- a/Assets/Plugins/RootMotion/FinalIK/IK Solvers/IKSolverVRLocomotion.cs | |
| +++ b/Assets/Plugins/RootMotion/FinalIK/IK Solvers/IKSolverVRLocomotion.cs | |
| @@ -12,12 +12,6 @@ namespace RootMotion.FinalIK { | |
| [System.Serializable] | |
| public class Locomotion { | |
| - [Tooltip("The toe/foot target.")] | |
| - /// <summary> | |
| - /// The toe/foot lookTarget. | |
| - /// </summary> | |
| - public Transform lookTarget; | |
| - | |
| [Tooltip("Used for blending in/out of procedural locomotion.")] | |
| /// <summary> | |
| /// Used for blending in/out of procedural locomotion. | |
| @@ -216,13 +210,7 @@ namespace RootMotion.FinalIK { | |
| Vector3 forward = spine.faceDirection; | |
| Vector3 forwardY = V3Tools.ExtractVertical(forward, rootUp, 1f); | |
| forward -= forwardY; | |
| - | |
| - Quaternion forwardRotation; | |
| - if (lookTarget != null) { | |
| - forwardRotation = Quaternion.LookRotation(lookTarget.forward, rootUp); | |
| - } else { | |
| - forwardRotation = Quaternion.LookRotation(forward, rootUp); | |
| - } | |
| + Quaternion forwardRotation = Quaternion.LookRotation(forward, rootUp);^M | |
| //centerOfMass = Vector3.Lerp(spine.pelvis.solverPosition, spine.head.solverPosition, 0.25f | |
| ) + rootBone.solverRotation * offset; |
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