holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/Aim IK/Aim Weapon.unity
2020-12-10 15:25:12 +01:00

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text: 'This scene demonstrates how you can have 360 degrees of aiming freedom with
just 6 static aim poses and AimIK.
The aim poses (forward, left, back, right, up, down) are cross-faded between
based on the direction from the character towards the target.
The directions and ranges for those 6 poses are defined in AimPoser.cs on the
"Aim Poser" GameObject. The names of the poses must match with the parameters
set in the animator controller.
Direct blend trees are used to work around Mecanim''s cross-fading issues (won''t
cross-fade back to a state it is still cross-fading from, ignoring the call)
AimIK works on top of that to correct the static poses to always keep the gun
aimed at the target. All AimIK ever does is rotating the spine hierarchy.
LookAtIK is also used for rotating the head to face the target.
SimpleAimingSystemMecanim.cs on "Dummy Legacy" in resposible for cross-fading
between the aim poses and updating the IK target positions.'
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angleBuffer: 10
poses:
- visualize: 1
name: Aim Up
direction: {x: 0, y: 1, z: 0}
yaw: 180
pitch: 40
- visualize: 1
name: Aim Down
direction: {x: 0, y: -1, z: 0}
yaw: 180
pitch: 50
- visualize: 1
name: Aim Back
direction: {x: 0, y: 0, z: -1}
yaw: 40
pitch: 180
- visualize: 1
name: Aim Left
direction: {x: -1, y: 0, z: -0.1}
yaw: 45
pitch: 180
- visualize: 1
name: Aim Right
direction: {x: 1, y: 0, z: -0.1}
yaw: 45
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- visualize: 1
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text: The names of the Poses must match exactly with the parameters of the Direct
blend tree in the Animator Controller's "Upperbody Aiming" layer.
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