💪IK Controller
This page is about a beta feature, that may not be stable yet
Introduction
Our SDK allows inverse kinematic control when playing a kinetix animation. The IK has multiple features such as :
Hint (or "Pole Vector"): These are positions like "left knee" or "right elbow" used by the IK to orient the elbow or knee in the correct direction.
Target: These are, as their name suggest, the target position and rotation for a hand or foot.
Auto-retargeted hand and foot rotation : Our IK ensure that if you have multiple rigs in your virtual world, the IK rotation will be the same for both characters.
Adjust Hips : This feature let you lock hands or foots into place by moving the hips
The IK target rotation is described as follow : For the hands, the forward vector points toward the fingers (we average each finger to get a forward direction). The down vector points toward the palm of the hand.
For the feet, the forward vector points toward the toes, parallel to the ground. The down vector points toward the knee. (based on the T-Pose)
The IK target position use the root game object you provide us when registering your avatar in order to convert from global context to the avatar context.

IK Event
Registering the OnBeforeIkEffect
allows you bind to the Update of the Kinetix Animator before any IK is computed. This allows you to check for collisions or grounding and use IK methods.
Example:
Target Position
Position weight showcase :

Hint Position
These are positions like "left knee" or "right elbow" used by the IK to orient the elbow or knee in the correct direction.



Global Target Rotation
Our IK ensure that if you have multiple rigs in your virtual world, the IK rotation will be the same for both characters. The global rotations are described as follow :


Rotation (and position) weight showcase :

IK Weight

Adjust Hips
This feature let you lock hands or foots into place by moving the hips

Last updated
Was this helpful?