So, I am experiencing an animation glitch when cancelling IK and wondered if you had any ideas on where to look.
My ability is concurrent and not cancelling (same ability controls both hands so you can see that the ability remains active as one hand can still be IK tracking - if the ability were to stop it would cancel all IKs).
The IK is run through UCC, it is turned on thus:
m_CharacterIK.SetAbilityIKTarget(m_RightHandIKTarget, CharacterIKBase.IKGoal.RightHand, 0.4f);
and turned off:
m_CharacterIK.SetAbilityIKTarget(null, CharacterIKBase.IKGoal.RightHand, 0.4f);
You can see in the video when the IK is triggered by the hand movements start, but if you observe the hands/arms after they have finished cancelling you will see obvious reset twitches, almost like the IK is not blending out correctly and then moving abruptly to the correct position:
any ideas welcome.
PS. ignore the error, that's something irrelvant from Gaia or RAM that i havent looked at yet.
My ability is concurrent and not cancelling (same ability controls both hands so you can see that the ability remains active as one hand can still be IK tracking - if the ability were to stop it would cancel all IKs).
The IK is run through UCC, it is turned on thus:
m_CharacterIK.SetAbilityIKTarget(m_RightHandIKTarget, CharacterIKBase.IKGoal.RightHand, 0.4f);
and turned off:
m_CharacterIK.SetAbilityIKTarget(null, CharacterIKBase.IKGoal.RightHand, 0.4f);
You can see in the video when the IK is triggered by the hand movements start, but if you observe the hands/arms after they have finished cancelling you will see obvious reset twitches, almost like the IK is not blending out correctly and then moving abruptly to the correct position:
HandSense_test.mkv
drive.google.com
any ideas welcome.
PS. ignore the error, that's something irrelvant from Gaia or RAM that i havent looked at yet.