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

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text: "AimIK is good for keeping objects steadily aimed at the target. Sometimes
those objects have a lot of swinging motion in their animation though, like swinging
a sword for example, and it is not good to use AimIK to keep the sword oriented
towards a certain position during that swing. \nIt would keep the sword orientation
fixed by bending the rest of the spine hierarchy and that would interfere with
the animation in an unnatural way. \n\nIt is still possible to use AimIK to redirect
swinging animations like swordplay or punching. For that, we would have to tell
AimIK each frame that whatever the current animated pose, it is the default forward
aiming pose.\n\nTake a look at AimSwing.cs to see how to dynamically adjust the
\"Axis\" of AimIK to achieve redirection of weapon slashing animations.\n\nRight-click
on any FinalIK component header and select \"User Manual\" or \"Script Reference\"
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