Exi-G
New member
Hi @Justin,
I was integrating Final IK with the TPC and noticed that the non-dominant elbow rotation is assigned to the shoulder effector which causes some weird behaviour. I managed to solve it by using the chain bend goal instead of the shoulder.
Here is the fixed code:
Hope you could add this fix for future update.
I was integrating Final IK with the TPC and noticed that the non-dominant elbow rotation is assigned to the shoulder effector which causes some weird behaviour. I managed to solve it by using the chain bend goal instead of the shoulder.
Here is the fixed code:
C#:
if (m_FullBodyBipedIK != null) {
IKEffector effector;
IKConstraintBend elbowEffector;
// If the item belongs to the right hand then the left hand is the non-dominant hand.
if (m_FullBodyBipedIK.references.rightHand == itemHand) {
effector = m_FullBodyBipedIK.solver.leftHandEffector;
elbowEffector = m_FullBodyBipedIK.solver.leftArmChain.bendConstraint;
} else {
effector = m_FullBodyBipedIK.solver.rightHandEffector;
elbowEffector = m_FullBodyBipedIK.solver.rightArmChain.bendConstraint;
}
effector.target = nonDominantHandTarget;
effector.positionWeight = effector.rotationWeight = effector.target != null ? 1 : 0;
elbowEffector.bendGoal = nonDominantHandElbowTarget;
elbowEffector.weight = elbowEffector.bendGoal != null ? 1 : 0;
}
Hope you could add this fix for future update.