๐งFull Body (VRIK)
Last updated
Last updated
Please use the demo scene for reference. Found here:
Auto Hand/Packages/FinalIK
downloads to
Auto Hand/Examples/Scenes/FinalIK (Full Body)
Follow the VRIK Setup Guide
Confirm the VRIK is working before adding Auto Hand.
Follow the Setup New Hand tutorial to add an Auto Hand to each of the wrists on your fully body skeleton.
Add the Auto Hand VRIK
component to the root of the rig, the same object that has the VRIK
component attached to it.
Connect the right and left hand to the Auto Hand VRIK
component and connect the right and left "tracked controller" transform which should be an empty object underneath your controller object, that you can use to offset each hand
COMMON ISSUES:
Make sure your fullbody rig model is set to "humanoid" by clicking the model in the project files
Recommend removing any animation controllers as they can override desired movement targets, if you needs to use them make sure to enable proper setting through Rootmotion and toggle the lateupate setting on the AutoVRIK script
Make sure to put the body under the same container as the head camera and controllers when also using the Auto Hand Player
This is how your fullybody hierarchy should end up looking. With the fullybody being under the same TrackedOffsets object as the Controllers and Camera
Right Hand
the right hand setup on the wrist of the rig
Left Hand
the left hand setup on the wrist of the rig
Right Tracked Controller
is the controller that the hands should follow. These should be empty objects under the right controller which can be used to offset the hands to their ideal position based on what body you're using
Left Tracked Controller
is the controller that the hands should follow. These should be empty objects under the left controller which can be used to offset the hands to their ideal position position based on what body you're using
Advanced Information: The way I was able to get Auto Hand + VRIK working nicely was to set the hands to follow an invisible copy of the FullbodyIK which is following the controllers, while the visible copy of the FullbodyIK is set to follow the hands.
If it weren't setup like this there would be issues with either physics stability or the hands would freely detach from the wrists when reaching past the IK limits or interaction with physics objects
Unofficial Setup video by SpiralLikesPC --- Thanks Spiral