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Motion Warping for Unity
  • 👋Welcome!
  • concept
    • ⭐Introduction
    • ⚙️How this asset works
  • Fundametals
    • 🔸Motion Warping Asset
    • 🔸Motion Warping Component
    • 🔸Warp Providers
    • 🔸Motion Warping IK
  • Components
    • 🔌Mantle Component
    • 🔌Vault Component
    • 🔌Land Component
    • 🔌Roll Component
    • 🔌Align Component
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  1. Fundametals

Motion Warping IK

In this section you will find out more about the IK features.

PreviousWarp ProvidersNextMantle Component

Last updated 4 months ago

Motion Warping has an IK Locking feature. It is used to prevent feet/hands from sliding during actions, which can be useful if the warped animation exceeds the range of the original motion.

It is very easy to add and use this feature, make sure to add this component first:

Component Weight defines the global weight for IK. You can disable it by setting the value to zero.

The IK Component includes 4 Lock States: for each hand and foot. Let's break down the properties:

  • Control Curve Name: the name of the float parameter in your Animator Controller, which will control the IK weight for this bone.

  • Bone Reference: the tip bone, usually it's a hand or a foot.

  • Interp Speed: smoothing for IK blending in/out.

Make sure to add these new parameters to your Animator Controller:

Then, make sure to assign the proper parameter names in the Motion Warping Ik component.

Now you need to add curves to your animations, to enable and disable IK. Let's take this vaulting animation as an example:

In this case, we want to lock the left foot when it touches the surface of the obstacle. Let's take a closer look at the curve:

Make sure the curve value changes instantly, you can do this by right-clicking on the key and selecting the constant option:

And that's pretty much it! As you can see, the process is quite straightforward, and you can leverage this feature to improve the quality of your animations.

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Motion Warping Ik component.
You can choose different names.
This animation only locks the left hand.
Use a CONSTANT interpolation.