nixMWGD
New member
UFPS + FinalIK modified to apply movement/rotation from the spring system to the hand holding the gun. It is also modified based on the controller rotation and then applied to both hands with FinalIK, allowing for the gun itself to be moved by the spring system and the controller while the arms remain attached to the camera/head, giving a much more immersive look/feel. Tilting your head further adjusts the hand with IK to bring the weapon's sights up to the camera for a natural-feeling aim down sights feature rather than a button press (on a very limited controller). I plan to use this for a couple of Oculus Go shooters and improving on it, eventually using the system for non-VR FPS games.
The Oculus Go is a 3DOF system, only tracking rotation for the headset and one controller, no position tracking. My goal here is to use IK to make it feel as close to 6DOF games as I can, so even though there is only one controller giving input you will see both hands responding to it and the player can tilt their head to look down the sights of their weapon.
Inspiration for it is taken heavily from Battlefield 1 which also uses IK on it's first person models. This can be seen when jumping over things, looking all the way up or all the way down, etc., the gun rotation/position is modified but it looks like it is IK applied to the base animations.
The Oculus Go is a 3DOF system, only tracking rotation for the headset and one controller, no position tracking. My goal here is to use IK to make it feel as close to 6DOF games as I can, so even though there is only one controller giving input you will see both hands responding to it and the player can tilt their head to look down the sights of their weapon.
Inspiration for it is taken heavily from Battlefield 1 which also uses IK on it's first person models. This can be seen when jumping over things, looking all the way up or all the way down, etc., the gun rotation/position is modified but it looks like it is IK applied to the base animations.