Hi, thanks for the useful tutorial. As some other users found out, when going uphill LookRotation(transform.forward, hit.normal) doesn't do the trick, because the forward vector is still aiming at (0,0,1), but you'd want it to aim towards the slope's angle. I don't fully understand why the method commented below works, that's why I wanted to contribute with the one I'm using: Vector3 forward = Vector3.ProjectOnPlane(transform.forward, hit.normal); anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.LookRotation(forward,hit.normal)); I project the transform's forward on the plane defined by the hit normal, and then use that as a forward for the LookRotation call. This makes the foot be paralel to the surface with that normal.
@slimabob3 жыл бұрын
Thank you!!!
@lupinder20583 жыл бұрын
Can you tell me where ı should add your "Vector3 forward = Vector3.ProjectOnPlane(transform.forward, hit.normal);" script. ray = new Ray(m_animator.GetIKPosition(AvatarIKGoal.RightFoot) + Vector3.up, Vector3.down); if (Physics.Raycast(ray, out hit, DistanceToGround + 1f, layerMask)) { if (hit.transform.tag == "Ground") { Vector3 footPosition = hit.point; footPosition.y += DistanceToGround; m_animator.SetIKPosition(AvatarIKGoal.RightFoot, footPosition); m_animator.SetIKRotation(AvatarIKGoal.RightFoot, Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation); } } } }
@milankiele23042 жыл бұрын
Than you =)
@TheXSpitfire2 жыл бұрын
You can also just use anim.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.FromToRotation(Vector3.up, hit.normal));
@WallStreetCroakerАй бұрын
@@TheXSpitfire Works perfectly! Thanks!
@juanjomejias11254 жыл бұрын
Hi again, there was a comment below that asked why not use distance instead of curves to decide the amount of IK weight on each foot. The distance would be the distance between the foot transform and the floor before applying IK. This gives you a sense of when the foot is supposed to be on the floor according to the animation, just what you do with the curves. The difference is that if for instance I have a locomotion blending tree with 25 different animations to cater for walk, run, strafe, left and right, backwards and forwards and turn on the spot, I don't have to adjust 50 different curves to have the feet only glued to the ground when they are supposed to.
@EdadTace4 жыл бұрын
6:08 "That way you don't get an error if you forget to add an animator" Seems like it would be pretty helpful to get an error if you forgot to add the animator.
@GameDevAraz4 жыл бұрын
xD
@MetaCzech4 жыл бұрын
Put "[RequireComponent(typeof(Animator))]" in front of class declaration and forget about checking every frame if animator component exists or not.
@allisongross29464 жыл бұрын
Yeah this sort of thing bothers me. Don't turn off warnings! Don't turn those things off! Solve the problem you caused instead!
@johnwyatt36464 жыл бұрын
so that would just go at the top like in this documentation? docs.unity3d.com/ScriptReference/RequireComponent.html
@joegiusti5284 жыл бұрын
put this at the top: if (anim == null){ Debug.Log("Animato is NULL!!"); return; } you could even put LogError( ) if you want it to be an error
@JacksonAcademy15 жыл бұрын
The next brackeys ;)
@b3agz5 жыл бұрын
High praise indeed!
@DEADMANPLAYS4 жыл бұрын
@@gingertankguy he's not dead lol
@monkeyrobotsinc.98754 жыл бұрын
LOL WHAT
@ThunderStormFortnite3 жыл бұрын
@@monkeyrobotsinc.9875 ?
@victor.novorski Жыл бұрын
@@qzswarzeeshan5308 no
@GameDevNerd3 жыл бұрын
I'm doing this on a blend tree with an idle, walk and run animation blend. I've about gotten right. The run animation is the last one that needs curve adjustments! Making character's feet match the terrain adds a LOT of polish to your game project. It looks awful when feet are floating in the air or clipping thru terrain ... totally kills the immersion. But when their feet perfectly fits the ground they walk on, it feels like a real world you can get into! :-)
@ExperienceAyush4 ай бұрын
how did you do it with a blend tree cause i am using it too but it is not working for me :(
@pratyushbarikdev4 жыл бұрын
It is official. Game dev tutorial creators with 1k to 5k subscribers produce the most in-depth content.
@vexedev2 жыл бұрын
You can hit "F" on the keyboard to center back/focus/zoom-to-fit on the animation curve when it goes weird like that.
@ishashka5 жыл бұрын
Amazing, really helped me understand Unity IK better. Also, you have great voice.
@monkeyrobotsinc.98754 жыл бұрын
yeah but he kept saying not instead of zero. also probably says zed instead of Z.
@bitmammothOG3 жыл бұрын
@@monkeyrobotsinc.9875 Too much for you to handle? lmfao
@bitmammothOG3 жыл бұрын
@@monkeyrobotsinc.9875 you realize they say it with only one syllable right? its much faster.
@diceblue68174 жыл бұрын
you should dynamically place the collider based on the height difference across both feet - that's what we do effectively as we shift weight ourselves - so when walking across uneven terrain you will see the person lowered, feet at different heights, and then on flat terrain he'll be walking around at full height so the offset of the collider should be floor+foot difference - he'll "sink" that much with his most extended leg reaching the ground and his other leg bent up, then you need to look at which foot is on ground and animate the collider with the adaptive leg gait so you are raised more on the one that is higher up etc.
@never2return14 жыл бұрын
I am replying to thank you for a very good idea as I've been searching for a solution to this problem you are referring to, Thanks.
@diceblue68174 жыл бұрын
@@never2return1 no worries! godspeed and good luck!
@tertervouz9 ай бұрын
He should have referred to this problem in the video, this does not seem trivial at all. Thanks for your advice!
@sinanermis3 жыл бұрын
i think i have fallen in love with your voice, platonically.
@phunweng9624 жыл бұрын
I like that you explain all your setup before everything start. it make things clear. subscribed.
@saadabounasr63663 жыл бұрын
Cool vid!!! keep up with the content, ever since brackeys quit i couldnt fin a decent enough tutorial for foot IK, thank you!!!
@thatonekid702 Жыл бұрын
This channel is awesome. I love how you linked the github link here, in case we need reference or in case of error. These are the unity tutorials we need.
@xentropian63414 жыл бұрын
Dude, really well explained and well made. Kudos!
@BlueBirdgg5 жыл бұрын
Lol, love your humor about your own lengthened explanation.
@Ninquenor3 жыл бұрын
Excellent tutorial, b3agz! What I needed. However I did have to do some searching to make sure the foot also gets X rotation (tilted forward/back and not just left/right). Several people commented already about the easy fix: Animator.SetIKRotation(AvatarIKGoal.LeftFoot, Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation); I would encourage you to put some kind of note to this effect in your video's description. On another note, due to my model's configuration I actually ended up with feet way too close together once I implemented your solution. To remedy this I ended up casting my rays down from each foot's CALF bone (the bone right above it). But thanks again for an awesome tutorial!
@Shade7x Жыл бұрын
I came to the comments looking for exactly this (after trying and failing myself, of course). Thanks!
@brenxart71795 жыл бұрын
Thank you sir. Your tutorial is really educational and thank you for sharing to the community
@baran90862 жыл бұрын
So, in case someone has some problems with the height of the character on Terrain thats on different heights, i made this code that will adjust the height of your character depending on the height difference of your two feet. //Checking distance from LeftFoot to Ground Ray ray1 = new(LeftFoot.transform.position, Vector3.down); RaycastHit hit1; if (Physics.Raycast(ray1, out hit1, 5f, layer)) { Debug.DrawLine(ray1.origin, hit1.point, Color.red); } else { Debug.DrawLine(ray1.origin, hit1.point, Color.blue); } //Checking distance from RightFoot to Ground ray1 = new(RightFoot.transform.position, Vector3.down); RaycastHit hit2; if (Physics.Raycast(ray1, out hit2, 5f, layer)) { Debug.DrawLine(ray1.origin, hit2.point, Color.red); } else { Debug.DrawLine(ray1.origin, hit2.point, Color.blue); } LeftFootDistance = hit1.distance; RightFootDistance = hit2.distance; //Clamping controller height, so it doesnt do any weird shit. 1.25f looks just about normal controller.height = Mathf.Clamp(controller.height, 1.25f, 1.82f); //Because of the placement of the LeftFoot and RightFoot object, there is a little bit offset to the ground. //With these 2 if statements we set the offset to 0 if (LeftFootDistance < 0.06) { LeftFootDistance = 0; } if (RightFootDistance < 0.06) { RightFootDistance = 0; } //If the left foot is above the right foot if (RightFootDistance > LeftFootDistance) { if(!move.isWalking) controller.height = 1.82f - RightFootDistance * 2; } //If the right foot is above the left foot if(LeftFootDistance > RightFootDistance) { if(!move.isWalking) controller.height = 1.82f - LeftFootDistance * 2; } if (move.isWalking || hit1.normal.y > 0.93) { controller.height = 1.82f; }
@knagen Жыл бұрын
I get alot of "does not exist in the current context" LeftFoot, RightFoot, layer, controller and such. Im kinda new to this, any idea why? I got a hunch but isnt experienced enough to know how to fix it
@baran9086 Жыл бұрын
@@knagen aye so this simply means that these variables were not created in your code yet. You cant see it in the Code Snippet above, but i have Variables called "layer" "controller" "LeftFoot" and "RightFoot" and thats why i use them. So to fix your problem you will need to create Variables with these names. You can of course change the names, but when you reference them they obviously need to have the same name as they had when you created/intialized them. "Controller" is a CharacterController, "Layer" is a LayerMask and i believe the Foot Variables were GameObjects
@_alieutu930310 ай бұрын
What does this "move.isWalking" refer to? Is it a variable of the character controller or your variable?@@baran9086
@martingrof1685Ай бұрын
Thanks for the video and for keeping it up helped me alot. Nice voice too.
@Zicrus4 жыл бұрын
Great tutorial! Can you make one about non-human characters?
@Freak-px9uk3 жыл бұрын
I think it is better to use raycast or a trigger to know when the foot is hitting the floor to set the footweight, specially if you are going to have multiple animations like running or jumping.
@bayernmaik85833 жыл бұрын
Agreed, if using Blend Trees for animations accessing those animation curves and averaging values gets funny quite quickly
@rapth11 ай бұрын
Thanks for the tutorial, fast and straight to point
@b3agz11 ай бұрын
Thanks! Those are the two main things I aim for ❤️
@plankbro6 ай бұрын
If anyone is having a problem, make sure the script that you are calling the OnAnimatorIK function is attached directly to the game object that has the Animator component. I ran into a problem since I had the script attached to a parent object that contained my character and the animator component.
@aldigangster1234 жыл бұрын
very cool demonstration and explanation! Subscribed
@velkyngame5 жыл бұрын
You deserve way more views! Really good tutorial. Subscribed :)
@b3agz5 жыл бұрын
Thanks!
@brcosta53 жыл бұрын
Works great, great tutorial man. In 2021 it continues to function well
@robertbalassan8 ай бұрын
lifechanging!!!! THANK YOU BROTHER! you saved a life! :D
@b3agz8 ай бұрын
Glad it helped!
@skittles9704 жыл бұрын
This is a very well put together and informative video. Subbed!
@skittles9704 жыл бұрын
Honestly the best tutorial I've yet seen on a complex topic
@Hello-qg4yk4 жыл бұрын
I think so too!
@bensmng2 жыл бұрын
This is really helpful. Nice job explaining everything. Thanks for doing this.
@sashamakeev75472 жыл бұрын
Very very nice explanation on subject
@prasenkakade97233 жыл бұрын
Didn't know using IK was that simple Great video 👍
@AdventuresOfAzeth Жыл бұрын
Thank you, this was much needed.
@SirRelith5 жыл бұрын
So cool! Thanks for sharing. I gotta try this out!
@sohrabhamza38053 жыл бұрын
Thanks for the tutorial. Very informative as it wasn't a do this and do that and more of a do this becuase.
@REDACT3D3 жыл бұрын
that "Ahhh good enough" beauty ^.^
@jfehey2 жыл бұрын
Awesome tutorial man!!
@amni5tianone2632 жыл бұрын
perfect one. may the god bless you man
@misadate86884 жыл бұрын
finally i understand how to actually make ik work
@svenfruiti4945 жыл бұрын
I really love your personality and your talent. I gave you a sub :).
@b3agz5 жыл бұрын
Thanks! Positive feedback is always nice 😉
@pikachufan35883 жыл бұрын
Very cool and informative. Thank you!
@jdigi784 жыл бұрын
Great tutorial, but the Quaternion.LookRotation should be replaced with this if the feet or the character aren't perfectly straight: anim.GetIKRotation(AvatarIKGoal.LeftFoot) * Quaternion.FromToRotation(anim.GetIKRotation(AvatarIKGoal.LeftFoot) * Vector3.up, hit.normal)
@RazerFlexing2 жыл бұрын
U r absolutely genius thanks alot!!
@mzamanist3 жыл бұрын
Amazing tutorial, Thank you sir!
@Niter882 жыл бұрын
your tutorial are so awesome
@thatrealguylogan2 жыл бұрын
great video, this will help me out a lot!
@ghua Жыл бұрын
very good tutorial, thanks
@m4gmar4 жыл бұрын
Thank you!, pls make more IK tutorials
@vexury8 ай бұрын
Great voice, great content
@b3agz8 ай бұрын
Too kind! Thank you.
@nizd31285 жыл бұрын
Excellent video learnt a lot thankyou.
@gregarfireBR4 жыл бұрын
The best Foot IK tutorial on KZbin ! Like + Subscribed ! Just have some questions.. The animation "walk" that you already have, did it move the entire legs or just the thigh / knee? If I make an animation with the foot keyframmed, does it work?
@b3agz4 жыл бұрын
Thanks! The walk animation I used was a complete animation, I think it just had less arm movement than a regular animation. Regarding keyframes, afaik (and I'm not certain) keyframes should work as long as the weight is not 0 when the keyframe happens.
@ktmochiii3 жыл бұрын
lol i learned so much watching this. like srsly. thanks so much man.
@VRoyTech2 жыл бұрын
Cool man , keep it up
@ExperienceAyush4 ай бұрын
How can I do it with blend tree animations? It is not working for me??? Edit : I had a generic character that is why it was not working but when turning in to humanoid the character goes through the ground and animations do not work.... PLZ HELP
@BostonQuigel4 жыл бұрын
This was super useful
@dynamicvoltage97654 жыл бұрын
Superb tutorial
@caolangadd97344 жыл бұрын
Any way to fix the way to knee bends, it looks a bit weird... Overall this was a good tutorial, I enjoyed it, some more tutorials on IK would be nice!
@meddjihed91083 жыл бұрын
Same problem, the knee don't look natural, It's because of the capsule collider, the height need to be at feet level, but if you do that the feet il effect will disappear, so, expect for making the collider thinner or play with height and the transform position.y, there isn't much to do except scratching my head.
@caolangadd97343 жыл бұрын
@@meddjihed9108 Man ill send you my unity project with something like this implemented cant crack the knee thing still all this time later lol
@LilBigHuge3 жыл бұрын
Why not just set IKWeight based on foot height within the original animation? Seems like the curve is unnecessary. But great video. Thanks.
@domagojalagic66783 жыл бұрын
Thanks, really helpful!
@GuillemPoy4 жыл бұрын
To fix the problem at 21:10 wouldn't it be better (in terms of scalability) to just avoid the foot IK placing if the ray (in the line 53 of the minute 20:22) does not hit anything "past the foot"? I mean: if the ray detects the ground under the foot (not the foot under the grounded surface), don't force the placement. Doing it as how you show it isn't very scalable because you should add that curve at every animation. I implemented the code this way: i.imgur.com/6YTLS6f.png
@caolangadd97344 жыл бұрын
maxFootElevation? Code didn't work for me anyway... :'(
@ThatRazzy2 жыл бұрын
Thank you. This worked much better for me! No manual curves thank goodness :D Except I changed "animator.SetIKRotation(foot, Quaternion.LookRotation(transform.forward, hit.normal));" to "animator.SetIKRotation(foot, Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation);", as suggested by another comment.
@devvie_hu3 ай бұрын
Instead of "Quaternion.LookRotation(transform.forward, hit.normal)" use "Quaternion.LookRotation(Vector3.ProjectOnPlane(transform.forward, hit.normal), hit.normal)" to correctly rotate the foot forward and backward too, not just to the sides.
@TheSeanC2 жыл бұрын
Thank you!
@BagelMaster4 жыл бұрын
Great video
@ZZKJ3965 жыл бұрын
Enjoying your vids. I don’t even use Unity (I use Godot), subscribed!
@b3agz5 жыл бұрын
That's cool! Glad to have you
@ako44352 жыл бұрын
nice tutorial ty
@nv72874 жыл бұрын
So cool thanks!
@mohokhachai10 ай бұрын
Thanks
@GameDevAraz4 жыл бұрын
Hi, Unity Keeps Referring To: "'AvatarIKGoal' does not contain a definition for 'RigthFoot' " i Know This Isn't Normal, But Just Asking If You Faced The Same Issue, Tanks!
@GameDevAraz4 жыл бұрын
-.-. i just realized the "Rigth" lol, Great Tutorial Thanks!
@KageToHikari_CG4 жыл бұрын
@@GameDevAraz Ith appens X)
@yusufhabib35074 жыл бұрын
i love u for this 14:30
@nickbitounis75094 жыл бұрын
Nice video!! You think you can make a tutorial on how to detect walls so with ik character will touch walls with his hands while walking or idle? that would be awesome
@3po_Orisen_Sithappen4 жыл бұрын
amazing ty
@adamodimattia3 жыл бұрын
Someone said "the next Brackeys", so untrue. You are good, helped me a lot, especially those anim curves! I am using animation rigging now more, because I wouldn't know how to do animals ik with unity built in ik - seems that it doesn't work for non humanoid animations.
@ianandrew19974 жыл бұрын
Fantastic tutorial, helped me a ton-- Is there any way the raycasts from the feet can be used as a Ground-Check for jumping and falling?
@b3agz4 жыл бұрын
You could but for simplicities sake I'd probably do a third raycast dedicated to to groundcheck
@xCrOaTiEnSniPZzx5 жыл бұрын
I really wish someone would explain Foot IK for 2D :D
@b3agz5 жыл бұрын
It's basically the same premise. Obviously it would only work on mecanim animatable objects (not flat sprites) but other than that just use a 2D raycast instead of a regular one
@N0R35P3C74 жыл бұрын
You have to create like custom IK for the character But the principle is the same
@Nazgul3 жыл бұрын
This is absolutely perfect! And f**ck Animation Rigging that is still is crashing unity sometimes :)
@Meow_YT3 жыл бұрын
Feels like the function needs a refactor ... nya
@brianjensen25323 жыл бұрын
Animation Events instead of Curves. Much easier.
@jamiljawhar47114 жыл бұрын
Awesome tutorial, but late I am late. I got question, the foot is working above the base not below base, how can I fix that. like if I m on slop, one leg inclines, but not other.
@RushlineCode2 жыл бұрын
why isnot work, i'm using the TPS stater asset, it's use a character controller not capsule collider
@beyondbludgeoning4 жыл бұрын
any way to adjust the y position of the hips to allow for more dramatic differences in height between the feet ?, i want to bring the hips down so one foot isn't floating
@eRKSToCK5 жыл бұрын
since you're raycasting from the foot to find its ground placement, couldn't you use the height of the foot transform to decide whether to stick to the ground or not instead of a curve on the animation?
@b3agz5 жыл бұрын
Hi! The curve isn't so much deciding when to stick to the ground as it is determining when it's ok to make the decision. We don't want the foot sticking to the ground during the high points of a walk cycle
@iriswillaert14504 жыл бұрын
Thanks for the video very useful! got a question where is the tag "walkable" coming from? Did you change the tag to walkable of the left foot transform on your character? Thanks!
@futuremapper_3 жыл бұрын
Ground tag
@ChristianSasso2 жыл бұрын
L
@ChristianSasso2 жыл бұрын
Po.
@ukaszgrabski28115 ай бұрын
Great tutorial but no matter how I tune the settings my character looks like he's crouching on a flat plane. I use navmesh agent and setting it's base offset brings some issues in this solution :/ Maybe im missing something? Thanks nevertheless :)
@Reolin64 ай бұрын
I have an issue with this script, unity seems to come to an error saying "IKleftfoot" does not exist, well not just the left foot, but all of the characters limbs, please help when you can.
@simsalaanimationen42472 жыл бұрын
i can't rotate the Bones in the inspector. I can only rotate the Chara entire Chara but not single Bones.
@WazoGaming7 ай бұрын
Swear to god you sound like Fooster
@zenden7915 жыл бұрын
Good !
@naandofer3 жыл бұрын
Hello! Great Video! Truly amazing! I just have one question, I'm trying to follow what you have done here using an animation that I got on Mixamo and idk if it works the same way, I didn't finished yet but I'm afraid that maybe it doesn't work. Have you tried? It should work? I'm thinking about the hierarchy of my Skinned mesh! Should I use a animation in place? Or not? I was trying first using an idle but I really wanna lern whats should I do to replicate your tutorial! Again, amazing work! Thanks!
@SA_Star_Infinity3 жыл бұрын
It should work. Since those animations have bones too. It should. Maybe some format changing is required but it is unexpected
@HollyRivay3 жыл бұрын
For better performance, use: *hit.transform.CompareTag("Walkable")*
@elrymoe2 жыл бұрын
You dont want the variable to be public but [SerializeField] private
@bayernmaik85833 жыл бұрын
This works best for me: _rightFootIKTarget.rotation = Quaternion.FromToRotation(_rigidbody.transform.forward, Vector3.ProjectOnPlane(_rigidbody.transform.forward, _rightFootIKRaycastHit.normal)) * Quaternion.FromToRotation(_rigidbody.transform.right, Vector3.ProjectOnPlane(_rigidbody.transform.right, _rightFootIKRaycastHit.normal)) * Quaternion.Euler( 0.0f, _rigidbody.rotation.eulerAngles.y + Vector3.SignedAngle(transform.right, _rightFoot.right, Vector3.up), 0.0f );
@nikinovelle42784 жыл бұрын
if anyone is having trouble with rotation this worked for me _animator.SetIKRotation(AvatarIKGoal.RightFoot, new Quaternion(Quaternion.FromToRotation(Vector3.up, hit.normal).x, Quaternion.LookRotation(transform.forward, hit.normal).y, Quaternion.FromToRotation(Vector3.up, hit.normal).z, Quaternion.LookRotation(transform.forward, hit.normal).w));
@Josephjohn3853 жыл бұрын
my object disappears when I place first animation on timeline but if I apply Generic Rig then character position does not change , how to fix it ?
@xtroy6993 жыл бұрын
Question: What if it's not a fbx asset, such as manual animation , how to configure animation Curves?
@killereks4 жыл бұрын
It doesn't work with blend trees, the curves just return 0.
@roundzerodev5 жыл бұрын
Finally!!! :)
@maya_gameworks3 жыл бұрын
how do you turn this forward walking animation into a system where the character can walk forward, left 45 degrees and right 45 degrees?
@Longaui4 жыл бұрын
Hi there I have my own character and but I need some setup tutorial because it does not have a ready ik system, can someone please recommend me any tutorial on setting it up?
@victor.novorski Жыл бұрын
Mate.... What.. how did you over ride the animation...?
@ChildOfTheLie964 жыл бұрын
Could you just give the foot a collider and use IK to resolve the collision contacts?
@meddjihed91083 жыл бұрын
It doesn't work like that, the collider have to be on the player object not on the bone, except if you animate two collider to follow feet position, but in case of slope or stairs, you ll have to disable one of them, the higher on in world position... But again, works only with idle.
@jesaroartist16224 жыл бұрын
How This works with blend tree animations?, my foot bounce, like sometimes work and others don't