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Let's add IK for the legs...
Add the CCD (or FABRIK) component to the first bone of the leg
and drag in the bone hierarchy...
We need to add Rotation Limits to fix that...
Rotating the Hinge Rotation Limit display has no real effect it only helps us to visualize
Note that there is no such thing as the perfect K algorithm that solves every kind of a chain..
More degrees of freedom means more reliable IK
For a simple turret like this we can even use Aim IK or CCD IK
Let's start by adding the GrounderFBBIK component to a FBBIK character
Set solver layers to what you want to walk on...
Remember to exclude the character's layer.
The "Max Step" parameter determines the max offset for the feet
Increasing "Pelvis Speed" makes the character move up and down faster.
The Grounding solver can be rotated if you enable Rotate Solver
The spine will only be bent when the character is facing a slope.
Just create a new GameObject and add it as a child to the last spine bone...
Now we just linked Aimik target position to a GameObject.
Let's add the target GameObject...
By changing the offset value, we can now properly redirect the swing...
See how the Almik target height is interpolated to the ground offset
This tutorial teaches you how to set up Aim IK...
Let's add the Aimik component.
All the bones need to be ancestors of the Aim Transform...
Aim IK is now also rotating the upper arm and the hand for you.
Let's start with adding quick shortcuts to access the hand effectors...
We have to disable the components in Start() to control their updating order.
Update the FBBIK solver.
We now need to make sure the left hand is also properly rotated...
Now we just rotate the left hand bone...
Let's also add LOOKAK just for the head