๐Ÿงพ
FPS Animation Framework
  • ๐Ÿ‘‹Welcome!
  • Workflow
    • ๐ŸฆพCharacter Rig
    • ๐Ÿ”ŒComponents
    • ๐Ÿ”ธProfiles and Layers
    • ๐Ÿ”—Linking
    • โž•Integration
    • โ–ถ๏ธPlaying Animations
    • ๐Ÿ’ปExtending the System
  • Demo Project
    • โœจResources
    • ๐ŸŽฎController
    • ๐Ÿ”ซWeapons and Items
    • โž•Attachment System
  • Fundamentals
    • ๐ŸฆพRig
    • โš™๏ธFramework Architecture
    • ๐Ÿ“‘Animator Profiles
    • ๐Ÿ“œAnimator Layer
    • ๐ŸŽฎInput System
    • ๐Ÿ”ถAnimator Layers
      • Weapon Layer General
      • Additive Layer
      • Ads Layer
      • Attach Hand Layer
      • Collision Layer
      • IK Layer
      • IK Motion Layer
      • Look Layer
      • Pose Offset Layer
      • Pose Sampler Layer
      • Sway Layer
      • View Layer
      • Blending Layer
      • Turn Layer
    • ๐Ÿ“šNew Animation Library
    • โš’๏ธTools
  • Recoil System
    • ๐Ÿ”ซRecoil Animation
    • ใ€ฝ๏ธRecoil Pattern
    • ๐Ÿ“นCamera Shake
  • Troubleshooting
    • โš ๏ธInitialization Warnings
    • โš ๏ธCan't Look Around
    • โš ๏ธWeapon Positioning
    • โš ๏ธWeapon is not moving
  • โš ๏ธAiming doesn't work
  • โš ๏ธTwisted feet when looking left/right
  • ๐ŸŒŒMisc
    • ๐Ÿ“œChangelog
      • 4.7.0 Update
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  • Description
  • Properties
  1. Fundamentals
  2. Animator Layers

IK Motion Layer

Description

IK Motion is a unique Animator Layer. Unlike other features in the framework, this layer can be created outside of the Animator Profile. You can do it by right clicking Create -> KINEMATION -> FPS Animator Layers -> IK Motion.

Tip: this layer can be used for transition motions, like a jiggling motion when aiming or leaning in the demo project.

The workflow with this animation feature is this:

  1. Add IK Motion Layer to the Animator Profile.

  2. Create IK Motion Layers manually using the right-click method above.

  3. Dynamically link desired IK Motion Layer using the FPS Animator component.

Dynamic linking can be performed by using LinkAnimatorLayer method:

FPSController
private FPSAnimator _fpsAnimator;

private void DoSomething()
{
    ...
    // Where `layerSettings` is your IK Motion Layer.
    _fpsAnimator.LinkAnimatorLayer(layerSettings); 
    ... 
}

Properties

  • Bone To Animate: character bone which will be animated procedurally.

  • Rotation/Translation Curves: curves which will animate each axis of rotation/translation.

  • Rotation/Translation Scale: will scale each axis of rotation/translation.

  • Blend Time: time in seconds to blend in this motion.

  • Play Rate: playback speed for this animation.

PreviousIK LayerNextLook Layer

Last updated 11 months ago

๐Ÿ”ถ
IK Motion Layer Settings.