Thanks for watching - if your system isn't working there is a QUICK FIX --- I missed a crucial step, in the Animator you need to have your layer setup with IK Pass enabled. Here is a screenshot for what needs enabling: imgur.com/a/5Qk49YC
Hey quick question. I have my own character controller script ( haven't use yours yet), and looking at this and want to implement this to my script. Will this work on my character controller script?
You changed my life. I'll have your babies. No but seriously, I can't thank you enough. I've been searching the internet for two full days for systems that do exactly this but work. I wish I'd know about the IK pass after the animation pass. You can use this for just about anything... catching a ball, cartwheel... you name it. Thanks my friend.
This is an amazing tutorial, I do have a trivial question though. Why not use Time.deltatime in methods called inside OnAnimatorIK, multiplied by lerping speed?
Why is it that whenever I enable the foot ik, whenever my character goes up to a high area and drops off it sinks into the ground. Is this with the foot ik sticking to the ground too much? What do you think I could do to fix this?
2 trivial questions: 1. the character can't walk onto the stair step (blocked but ok only when trun on 'use pro ik ') 2. only get up not down. when back like the character is hover in the air. why ?
I have a problem with the variable of pelvisOffset, even if don't use it, the IK works correctly. But if I set a value for the pelvisOffset, the IK can’t work correctly, and the position will go up
NullReferenceException: Object reference not set to an instance of an object Feet.AdjustFeetTarget (UnityEngine.Vector3& feetPositions, UnityEngine.HumanBodyBones foot) (at Assets/scripts/Feet.cs:129) Feet.FixedUpdate () (at Assets/scripts/Feet.cs:40) Help(((
I would recommend for jumping, to just turn off and on the IK when you're grounded again, you can either use a raycast down to detect when the player is on the floor or use the CharacterController.IsGrounded method :)
@@patrickschweizer1650 I used if (this.animator.GetCurrentAnimatorStateInfo(0).IsName("YourAnimationName")) and disabled it if it was true for the jump anim
Why is it affecting my Animation Rigg??? I put a pistol locked in my UpperLeg_R and it's works, but when I use ur feet placement system the animation rig of the pistol just ignores the leg position and rotation! I think it maybe animation IK executes after RigBuilder in importance order!
ur tutorial is amazing ... I am a beginner and even though I have followed ur tutorial to the last line my results were not what i was expecting , when enableIK is true the player starts hovering in mid-air. I have played around the setting but still no good. pls help...
Can I use the IK for the cinematics? If for example my character is walking under the road (the walk animation), can IK fix that? Cause I couldn't look anywhere else of how to make you character animation walk on mountains and a rocky land. Cause what will the character animation will do is walk under or through them.
I'm sorry but I did not understand how to set the animetor with just three parameters ... (I have many animations to perform, you can still adapt this scritp?).....you're amazing!
Hey Giovanna, I’ll try to help you out with this, for the animator - if you go the parameters section of the left you’ll just need to create two new float values for the left foot and right foot. Then as shown in the tutorial for each animation you need to create curves for when each foot is up and down. I hope that helps a bit, let me know if you need more info 👍🏼
@@Filmstorm sorry for the insistence, but I can not use this script well ... the InputX and ImputZ parameters of the animator to what they should serve? I do not understand what to connect them ....
InputX is used for the left and right movement, InputZ is used for forward and backwards movement. The Inputx and Inputz are setup to move the character with root motion via code. So if you make a 2d blendtree - with inputz 0,1 (for forwards) inputz (0,-1) and inputx -1,0 for left and inputx 1,0 for right and then plug the corresponding animations for left, right, forward and backwards into those blendtree positions you will now be able to use these variables correctly. 👍🏼
This is pretty spectacular, this was the first video that came up for me when trying to get a grasp on footIK. After finishing this all up, the only problem I have is constraints when having one foot on the ground and another on a steep ramp (using pro) the leg and foot on the ramp will flip into an REALLY unnatural and noticeable curvature. (walking really slowly up a 30 degree ramp with one leg on, one leg off) Any ideas?
I found a sort of cheaty way around this. Using a character controller and the OnControllerColliderHit function you can track the slope angle your character is moving. So, whenever the slope angle is above 30 degrees I change my feet IK variables to these: raycastDownDistance = 2; pelvisUpAndDownSpeed = 1; feetToIkPositionSpeed = 1; From testing I noticed these values make going up a ramp much smoother and also avoid to a certain extent the problem you're describing.
I am having a error saying something about object not set to an instance of and object this is the line of code AdjustFeetTarget(ref rightFootPosition, HumanBodyBones.RightFoot); if anyone knows what to do please help.
I just tried your code and everything seemed to work except the pro feature, it's not working.. is it related to the foot curves ? Im using my own animator and my own blend tree on unity 2017.4 Do you have any suggestions to fix the problem ? Im not sure exactly if pro features is working or not lol like sometimes one foot rotates and the other doesn't rotate towards the ground
I know this comment was written 1 year ago but this issue is quite normal and easy to fix. The problem is that the feet are trying to compensate for the huge gap (when the character is in the air). I would recommend checking if the character is grounded and turning the IK system off when that isn't true, so when the character jumps or walks off a platform.
@@Filmstorm sorry but the link does not seem to be working :( - it takes me to a page where if I hit download resources it scrolls the page down a bit, without any links to resources. Furthermore, if you try to subscribe to the mailing list, the button doesn't even seem to work.
This is probably irrelevant for you now, but if you have defined your own gravity for your character controller you need to also reset the gravity when you are touching the floor. Otherwise your downwards velocity will continuously build up and launch you downwards if you go off a ramp
Hey. Thanks a lot! I had issues with the pelvis position with other approaches. I used my own Character Controller with full Rigidbody and worked great. However, I had a problem with jumping. As you stated in another comment, by disabling the IK System partially solved the problem. The animation "glitched" when jumping from different heights. By reseting the lastPelvisPositionY to zero after the IK System was turned on solved this problem. Hope it helps someone.
If your feet are not rotating correctly like your animations, just add that at 37:06 -> Quaternion rp = Quaternion.LookRotation(foot.transform.parent.forward, foot.parent.up); Vector3 footRot = new Vector3(0f, Quaternion.Inverse(rp).eulerAngles.y, 0f); feetIkRotations = Quaternion.FromToRotation(Vector3.up, feetOutHit.normal) * Quaternion.Euler(footRot); After, just add variable to the function(..., Transform foot), and when you are calling FeetPositionSolver(..., animator.GetBoneTransform(HumanBodyBones.LeftFoot).transform) Don't forget to change HumanBodyBones to RightFoot for the RightFoot FeetPositionSolver function at 18:17 Hope it worked for you =)
@@MihaiVladan So first of all you don't need to inverse quaternion here, Vector3 footRot = new Vector3(0f, Quaternion.Inverse(rp).eulerAngles.y, 0f); it should be just Vector3 footRot = new Vector3(0f, rp.eulerAngles.y, 0f); Second thing this algorithm takes parent rotation(leg rotation) and applies it to child(feet) so if your feet rotation is independent(like feet rotation of y for some degree) than it won't keep initial rotation. You should also keep in mind that if you leg have slight idle rotation over Y it will be applied to feet too. Also this line: "Quaternion rp = Quaternion.LookRotation(foot.transform.parent.forward, foot.parent.up);" is same as "foot.parent.rotation"
Hallo . I have a question because i cant get this to work .Do i need a Character controller component in my player to work this?(i have my own controller but this doesent work) Edit : ok the tutorial works but something that must be pointed out .. the animator must be placed on the same object as the Movement script . I had the animator on a child object and was doing GetComponentInChildren to get it but for some reason even if the correct animator was assigned properly the ik wasnt working . I am not sure if its clear what i just said but thats what it is
I followed the tutorial, however there are some points where the pelvis goes too much down making the foot place on weird places. Do you know why is this happeing and how can I set a minHeight? Or is there any easier solution?
I got the IK movement working after switching from mixamo animations, I recommend just grabbing animations from the unity asset store, everything seems to be working as intended, however it seems my right foot reacts more than my left foot, while my right foot lowers further to reach the default layer than my left foot, i followed the tutorial exactly. would anyone have any ideas on what to check or try? Thankyou! Also does Filmstorm have a discord channel
I feel like this is only half a video where I've missed the first half. Could you please direct me to where to make a Full IK system from scratch, starting with you opening a new project?
Hi there, this shows the full process of creating an IK foot system, if you follow any of our other third person tutorials you’ll be able to find how the system we are currently using is made. It’s just our starting off script from our C# Character Movement tutorial.
The filmstorm.net is requiring me to sign up for a membership to access the asset area. it shows the tutorial is free but i cant get into the access center edit: and the link in the description takes me to a 404 download error
I have made the IK, it's working. But my character legs keep lagging. At times it even disappears. Can u pls help me with this ? Thanks for the tutorial though
Yes I can recommend a great book in its second edition now, called Unity in Action. Really great to get started and also great for learning more advanced techniques as well.
Thank you for this. Out of 3-4 different foot IK methods I've tried, this is the first one that worked. However, the dip the character does is way too low. My character is tall and skinny and even on really small inclines I get a sonic the hedghog effect when I run. I've played around a lot with the settings, but the result is mostly the same. Is there a way to lessen the effect of the hips dipping so low? Using the offset just makes my character float. Thanks again.
Hi Kenji! That’s great to hear that this system worked for you 👍🏼 From memory, for the character dipping I would recommend trying to change the actual Y pos (height from point) and the distance (length) this should fix it but if not I’ll have a look at the code again when I can get back to my code 👍🏼
Jaja sonic the hedghog what happens to me XD, remove the MovePelvisHeight from the ecuation and solves the problem. Also if you still have problem maybe you gonna need to make the step animations a bit lower.
Please continue the Open World Tutorial Series, you make the best tutorial videos on the entire platform. Everything is so easy to understand with your videos.
Thank you so much, I'm sorry I've been away for so long, my wife and I just had our first baby girl, it has taken a lot my time away from the videos. I'll do my best to get up and running again :)
Hi :D your tuto was very helpfull, but i was wondering about le animator parameters that you demand, the foot curve, maybe you can explain this part more precisely because, i don't understand "Pro Ik Feature" for the rotation, i create the parameters but you don't explain this part :) so when I check it nothing happend, thanks you so much for this great tutoriel :) and sorry if my english is bad
Good morning ! ^^ I have a problem... I can't add the curves in the animations (.anim). It doesn't appear... Do I really have to add to my fbx player or is there a alternative solution/answer ?
I'm still trying to search for a solution, but maybe somebody can help me. Whenever I walk off a ledge or down a slope, my character controller seems to float above the player and keeps trying to pull it back up.
Hi Filmstorm, I am working on my senior project, which happens to be a game all by myself. As you can guess, the thing I am currently working on is foot IK's. I followed this tutorial and even tried the source code as well, but I can't seem to get this working with the current character controller that I have. In addition, and I assume that this is for the same reason, other IK's previously working on my character aren't working. Explaining this is a little difficult, so if we could talk about this in some other way I would be very appreciative! Thanks!
would you use the same method of setting up curves for the IK weight for attack animations? even in longer combos or just set the weight to 0 while attacking? and also for jumping and aerial loop/state im assuming also set ik weights to 0?
Thanks for watching - if your system isn't working there is a QUICK FIX --- I missed a crucial step, in the Animator you need to have your layer setup with IK Pass enabled. Here is a screenshot for what needs enabling: imgur.com/a/5Qk49YC
Hey quick question. I have my own character controller script ( haven't use yours yet), and looking at this and want to implement this to my script. Will this work on my character controller script?
Well, you missed another crucial step, showing how you set up an animator.
I can't download the project
More unity tutorials please, you're amazing!
Sure thing Samuel! Really pushing a proper schedule to keep the videos rolling out
You changed my life. I'll have your babies. No but seriously, I can't thank you enough. I've been searching the internet for two full days for systems that do exactly this but work. I wish I'd know about the IK pass after the animation pass. You can use this for just about anything... catching a ball, cartwheel... you name it.
Thanks my friend.
very well done learned a lot, though it would be nice to get a visual representation of how the IK system works, before jumping right into the code.
I can't download the project i click on the link but the page is missing and in which tutorial did you make the Movement input script?
Could you explain more about your code when you're writing it? It would really help. Otherwise great tutorial!
Dude this is awesome! didn't expect the video to be released so soon! thank you FilmStorm!
No problems Niels! Hope you enjoyed it!
This is an amazing tutorial, I do have a trivial question though. Why not use Time.deltatime in methods called inside OnAnimatorIK, multiplied by lerping speed?
You deserve much more recognition. Keep up the good work.
This is what I'm looking for, thank you man! You are awesome.
Why is it that whenever I enable the foot ik, whenever my character goes up to a high area and drops off it sinks into the ground. Is this with the foot ik sticking to the ground too much? What do you think I could do to fix this?
Best Unity IK tutorial in youtube
You’re the best! Thanks for watching! 👍🏼
Thanks So much this tutorial worked for me. I applied it to a Mixamo Character
However I cannot get the FootCurve thing to work at the end :(
2 trivial questions:
1. the character can't walk onto the stair step (blocked but ok only when trun on 'use pro ik ')
2. only get up not down. when back like the character is hover in the air. why ?
where can i get the project,the download url is broken.
thanks so much! I just got it working and now I am just playing around with it! Thanks!
I have a problem with the variable of pelvisOffset, even if don't use it, the IK works correctly. But if I set a value for the pelvisOffset, the IK can’t work correctly, and the position will go up
wow!
please also make the camera blending tutorial
Yes I am working on the camera blending tutorial - will be ready early next week :)
Dude this is awesome!
NullReferenceException: Object reference not set to an instance of an object
Feet.AdjustFeetTarget (UnityEngine.Vector3& feetPositions, UnityEngine.HumanBodyBones foot) (at Assets/scripts/Feet.cs:129)
Feet.FixedUpdate () (at Assets/scripts/Feet.cs:40)
Help(((
What if you're not using a Humanoid rig?
My feet jump when interfering with trigger colliders, any idea how to change?
If I run down a mountain the lags bug And fly around everywhere
the link to the project file is broken
filmstorm.net/asset-browser
Here you go
Heyy im using unity's 3rd person controller(cause ive customized it alot) but the jump isnt really working with the foot ik very good, any tips?
I would recommend for jumping, to just turn off and on the IK when you're grounded again, you can either use a raycast down to detect when the player is on the floor or use the CharacterController.IsGrounded method :)
@@Filmstorm Perfect! got it working, thanks
@@SavanaStudios Do your feet rotation work because my ones doesn't
@@Filmstorm how to disable ik while jumping? thanks :)
@@patrickschweizer1650 I used if (this.animator.GetCurrentAnimatorStateInfo(0).IsName("YourAnimationName")) and disabled it if it was true for the jump anim
Are Animations Curves evaluated in blend trees additive? I think this gets funny with more complex blend trees
You have done a great job but the project file link does not work can you please update the link
Link is down, please help!!
bro nice tutorial but how u do animator part can u share me a this project i want examine for on it if u do it i m be happy ,thank you.
Why is it affecting my Animation Rigg??? I put a pistol locked in my UpperLeg_R and it's works, but when I use ur feet placement system the animation rig of the pistol just ignores the leg position and rotation!
I think it maybe animation IK executes after RigBuilder in importance order!
Hi. AdjustFeetTarget is a variable? In my Script ta giving error in that command.
"This command does not exist in the current context"
ur tutorial is amazing ... I am a beginner and even though I have followed ur tutorial to the last line my results were not what i was expecting , when enableIK is true the player starts hovering in mid-air. I have played around the setting but still no good. pls help...
Which video did you set the animations/animator? I code everything but I think that my animations/animator aren't configurated correctly...
Uhm, in VERY late to the party and this link for the code is no longer available.... can someone help with this?
Can I use the IK for the cinematics? If for example my character is walking under the road (the walk animation), can IK fix that? Cause I couldn't look anywhere else of how to make you character animation walk on mountains and a rocky land. Cause what will the character animation will do is walk under or through them.
I'm sorry but I did not understand how to set the animetor with just three parameters ... (I have many animations to perform, you can still adapt this scritp?).....you're amazing!
Hey Giovanna, I’ll try to help you out with this, for the animator - if you go the parameters section of the left you’ll just need to create two new float values for the left foot and right foot. Then as shown in the tutorial for each animation you need to create curves for when each foot is up and down. I hope that helps a bit, let me know if you need more info 👍🏼
@@Filmstorm Thanks a lot. I will try to do it
@@Filmstorm sorry for the insistence, but I can not use this script well ... the InputX and ImputZ parameters of the animator to what they should serve? I do not understand what to connect them ....
InputX is used for the left and right movement, InputZ is used for forward and backwards movement. The Inputx and Inputz are setup to move the character with root motion via code. So if you make a 2d blendtree - with inputz 0,1 (for forwards) inputz (0,-1) and inputx -1,0 for left and inputx 1,0 for right and then plug the corresponding animations for left, right, forward and backwards into those blendtree positions you will now be able to use these variables correctly. 👍🏼
thanks for your awesome content
You’re very welcome, thanks for watching!
This is pretty spectacular, this was the first video that came up for me when trying to get a grasp on footIK. After finishing this all up, the only problem I have is constraints when having one foot on the ground and another on a steep ramp (using pro) the leg and foot on the ramp will flip into an REALLY unnatural and noticeable curvature. (walking really slowly up a 30 degree ramp with one leg on, one leg off)
Any ideas?
I found a sort of cheaty way around this. Using a character controller and the OnControllerColliderHit function you can track the slope angle your character is moving. So, whenever the slope angle is above 30 degrees I change my feet IK variables to these:
raycastDownDistance = 2;
pelvisUpAndDownSpeed = 1;
feetToIkPositionSpeed = 1;
From testing I noticed these values make going up a ramp much smoother and also avoid to a certain extent the problem you're describing.
I am having a error saying something about object not set to an instance of and object this is the line of code
AdjustFeetTarget(ref rightFootPosition, HumanBodyBones.RightFoot);
if anyone knows what to do please help.
verify that you are correctly calling the function
@@kylianfacquet8513 hey wanna know something. i didn't have ik pass on... so im so pissed but it works now
superb tutorial, thanks!!!!
how do i download it for free?
Subscribe as soon as you said i can download a folder
Project link is not working, any help?
Muhammad Hamdi check the comments, have a permanent google link there, we are updating our site at the moment 👍🏼
@@Filmstorm Okay, thanks!
@@Filmstorm I'm sorry but I can't find it, I looked up the whole comment section with no results, can you please give me the link here?
@@Muhammad-Hamdi Hey man, I found the link in the first video: drive.google.com/uc?export=download&id=14O_75Zse0t6YBXiILNfQ3KqpIVts2qcy
Maaan awesome video , thanks god it popped up in my RUclips home .
Keep it up with this advanced videos and u will have more subscribers than Brakeys
Thanks Sami! Really appreciate it!
I just tried your code and everything seemed to work except the pro feature, it's not working.. is it related to the foot curves ?
Im using my own animator and my own blend tree on unity 2017.4
Do you have any suggestions to fix the problem ?
Im not sure exactly if pro features is working or not lol like sometimes one foot rotates and the other doesn't rotate towards the ground
I fixed it buy adding the RightFootCurve and LeftFootCurve on Idle animation too cus i forget it
This is awesome. Thanks. :D
You are very welcome! 👍🏼
How make a 1st person camera with cinemachine please ?
the link not found please help
Any tutroial on shoot or reload animation blending with locomotion?
Your tutorial worked, but my player is floating whenever I walk off the platform. How do I fix this?
I know this comment was written 1 year ago but this issue is quite normal and easy to fix. The problem is that the feet are trying to compensate for the huge gap (when the character is in the air). I would recommend checking if the character is grounded and turning the IK system off when that isn't true, so when the character jumps or walks off a platform.
Animation Curves not display here!
The link to your project says error 404. It doesn't lead to your actual project.
Thanks for the heads up, we’ll issue a new link, I’ll post it directly here when it’s ready for you 👍🏼
@@Filmstorm Thank you!
Sorry it took a while, link is back online now :)
filmstorm.net/tutorial/create_an_ik_foot_system_in_unity/
@@Filmstorm sorry but the link does not seem to be working :( - it takes me to a page where if I hit download resources it scrolls the page down a bit, without any links to resources. Furthermore, if you try to subscribe to the mailing list, the button doesn't even seem to work.
@@Filmstorm It still says 404 page not found, could you please fix this?
download link is broken :(
filmstorm.net/blogs/news/create-a-foot-ik-system-from-scratch-in-unity-c-1
@@Filmstorm Still broken :(
Ah sorry, didn’t realise the actual link was now broken, will fix that up now and let you know directly here.
@@Filmstorm Is it fixed yet?
No more UE4 tutorials Filmstrom? :(
that intro made me jump
when im walking up a ramp, my character shoots into the ground for a brief period. do you know why that is and how i could fix it?
This is probably irrelevant for you now, but if you have defined your own gravity for your character controller you need to also reset the gravity when you are touching the floor. Otherwise your downwards velocity will continuously build up and launch you downwards if you go off a ramp
"You can download the project here: " Nope, 404 page not found!!!
@@Filmstorm Still 404 :/
Lee it’s available here along with our other projects filmstorm.net/assets/ 👍🏼
Talking about "Making it from scratch" ....*Okay here is our starting script...* xD
it says making foot placement from scratch, there are starting scripts for basic character controls
Hey. Thanks a lot! I had issues with the pelvis position with other approaches.
I used my own Character Controller with full Rigidbody and worked great.
However, I had a problem with jumping.
As you stated in another comment, by disabling the IK System partially solved the problem. The animation "glitched" when jumping from different heights.
By reseting the lastPelvisPositionY to zero after the IK System was turned on solved this problem.
Hope it helps someone.
If your feet are not rotating correctly like your animations, just add that at 37:06 ->
Quaternion rp = Quaternion.LookRotation(foot.transform.parent.forward, foot.parent.up);
Vector3 footRot = new Vector3(0f, Quaternion.Inverse(rp).eulerAngles.y, 0f);
feetIkRotations = Quaternion.FromToRotation(Vector3.up, feetOutHit.normal) * Quaternion.Euler(footRot);
After, just add variable to the function(..., Transform foot), and when you are calling FeetPositionSolver(..., animator.GetBoneTransform(HumanBodyBones.LeftFoot).transform)
Don't forget to change HumanBodyBones to RightFoot for the RightFoot FeetPositionSolver function at 18:17
Hope it worked for you =)
Exactly what I was looking for, thanks dude
Hey Samuel - Do you have any idea why my Feet Are Backwords after adding your code? Also the feet "jiggle" like they are broken on some surfaces
@@MihaiVladan So first of all you don't need to inverse quaternion here,
Vector3 footRot = new Vector3(0f, Quaternion.Inverse(rp).eulerAngles.y, 0f);
it should be just
Vector3 footRot = new Vector3(0f, rp.eulerAngles.y, 0f);
Second thing this algorithm takes parent rotation(leg rotation) and applies it to child(feet) so if your feet rotation is independent(like feet rotation of y for some degree) than it won't keep initial rotation. You should also keep in mind that if you leg have slight idle rotation over Y it will be applied to feet too.
Also this line:
"Quaternion rp = Quaternion.LookRotation(foot.transform.parent.forward, foot.parent.up);"
is same as
"foot.parent.rotation"
Big fan of your's but please plsss make video on:-
Assassins creed parkour system and detail character creation in zbrush
links is down
Hallo . I have a question because i cant get this to work .Do i need a Character controller component in my player to work this?(i have my own controller but this doesent work)
Edit : ok the tutorial works but something that must be pointed out .. the animator must be placed on the same object as the Movement script . I had the animator on a child object and was doing GetComponentInChildren to get it but for some reason even if the correct animator was assigned properly the ik wasnt working . I am not sure if its clear what i just said but thats what it is
This is honestly the best foot IK video out there. Still amazed at how well it all worked out.
I can't download. Someone who can download this project?
wheres the project
Does anyone have working link or project itself?
page not found for downloading the project
Thanks for video!!! download project link doesnt work, can u add one? thx for tutor
Yes I’ll look into it, I saw there was a download created just now?
Missin link 'n'
You forgot blogs/p/ part on your url
I followed the tutorial, however there are some points where the pelvis goes too much down making the foot place on weird places. Do you know why is this happeing and how can I set a minHeight? Or is there any easier solution?
Thank you thank you thank you thank you
I got the IK movement working after switching from mixamo animations, I recommend just grabbing animations from the unity asset store, everything seems to be working as intended, however it seems my right foot reacts more than my left foot, while my right foot lowers further to reach the default layer than my left foot, i followed the tutorial exactly. would anyone have any ideas on what to check or try? Thankyou! Also does Filmstorm have a discord channel
I feel like this is only half a video where I've missed the first half. Could you please direct me to where to make a Full IK system from scratch, starting with you opening a new project?
Hi there, this shows the full process of creating an IK foot system, if you follow any of our other third person tutorials you’ll be able to find how the system we are currently using is made. It’s just our starting off script from our C# Character Movement tutorial.
@@Filmstorm Brilliant cheers mate :)
Here you go, Create an Open World Movement System in Unity C# ruclips.net/video/_DmUL9KK9Yk/видео.html
Great but
Please continue GTA series
any idea on how to fix the running uphill weirdness?
Blow my mind) Make more tutorials on characters and third person stuff) Your are awesome!
Thanks Александр!
Could you make a video explaining how to 3d model and animate using blender
will this work on the unity terrain??
yes
why is my movemetn so jitery after doing this
Your page could not be found?
The link is broken
Big THANK YOU 😊
The filmstorm.net is requiring me to sign up for a membership to access the asset area. it shows the tutorial is free but i cant get into the access center
edit: and the link in the description takes me to a 404 download error
I'm having the same issue
Same issue here, dam I really want to do this tutorial... I did another ik foot placement system tutorial but it wasn't the greatest... pls fix...
This is awesome! Thanks!
You're very welcome Durango!
sub - 25.01.19 15.58
Hope you enjoyed the tutorial Kombiice :)
I have made the IK, it's working. But my character legs keep lagging. At times it even disappears. Can u pls help me with this ? Thanks for the tutorial though
Hello, you sad that you learned coding through books, have any of them to recommend ? Would apreciate it.
Yes I can recommend a great book in its second edition now, called Unity in Action. Really great to get started and also great for learning more advanced techniques as well.
@@Filmstorm Thanks a lot
Thank you for this. Out of 3-4 different foot IK methods I've tried, this is the first one that worked. However, the dip the character does is way too low. My character is tall and skinny and even on really small inclines I get a sonic the hedghog effect when I run. I've played around a lot with the settings, but the result is mostly the same. Is there a way to lessen the effect of the hips dipping so low? Using the offset just makes my character float.
Thanks again.
Hi Kenji! That’s great to hear that this system worked for you 👍🏼 From memory, for the character dipping I would recommend trying to change the actual Y pos (height from point) and the distance (length) this should fix it but if not I’ll have a look at the code again when I can get back to my code 👍🏼
Jaja sonic the hedghog what happens to me XD, remove the MovePelvisHeight from the ecuation and solves the problem. Also if you still have problem maybe you gonna need to make the step animations a bit lower.
Please continue the Open World Tutorial Series, you make the best tutorial videos on the entire platform. Everything is so easy to understand with your videos.
Thank you so much, I'm sorry I've been away for so long, my wife and I just had our first baby girl, it has taken a lot my time away from the videos. I'll do my best to get up and running again :)
@@Filmstorm Congratulations
Hi :D your tuto was very helpfull, but i was wondering about le animator parameters that you demand, the foot curve, maybe you can explain this part more precisely because, i don't understand "Pro Ik Feature" for the rotation, i create the parameters but you don't explain this part :) so when I check it nothing happend, thanks you so much for this great tutoriel :) and sorry if my english is bad
Good morning ! ^^
I have a problem...
I can't add the curves in the animations (.anim). It doesn't appear...
Do I really have to add to my fbx player or is there a alternative solution/answer ?
Another incredible tutorial mate. My model is a little bouncy when walking up and down slopes but other than that everything is working great!!!
That’s so good to hear! Thank you! We are working on more tutorials at the moment for a massive series - should be out in under a week 👍🏼
Hey That is because of you're movement code if you are using rigidbody movement you have to add manually for stairs and slope
I'm still trying to search for a solution, but maybe somebody can help me. Whenever I walk off a ledge or down a slope, my character controller seems to float above the player and keeps trying to pull it back up.
Hi Filmstorm,
I am working on my senior project, which happens to be a game all by myself. As you can guess, the thing I am currently working on is foot IK's. I followed this tutorial and even tried the source code as well, but I can't seem to get this working with the current character controller that I have. In addition, and I assume that this is for the same reason, other IK's previously working on my character aren't working. Explaining this is a little difficult, so if we could talk about this in some other way I would be very appreciative!
Thanks!
would you use the same method of setting up curves for the IK weight for attack animations? even in longer combos or just set the weight to 0 while attacking? and also for jumping and aerial loop/state im assuming also set ik weights to 0?
Can I use IK Foot system with character that doesn't use rootmotion? Or does it have to be an animation controlled character?
Holllaaa, real great stuff, you guys got a discord?
Since the link is broken, here's the script he starts with so you can follow along:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class MovementInput : MonoBehaviour
{
private float InputX, InputZ;
private Vector3 desiredMoveDirection;
private bool blockRotationPlayer = false;
[Range(0, 0.5f)] public float desiredRotationSpeed = 0.1f;
public Animator anim;
private float Speed;
[Range(0, 1f)] public float allowPlayerRotation = 0.1f;
public Camera cam;
public CharacterController controller;
private bool isGrounded;
[Header("Animation Smoothing")]
[Range(0, 1f)]
public float HorizontalAnimSmoothTime = 0.2f;
[Range(0, 1f)]
public float VerticalAnimTime = 0.2f;
[Range(0, 1f)]
public float StartAnimTime = 0.3f;
[Range(0, 1f)]
public float StopAnimTime = 0.15f;
private float verticalVel;
private Vector3 moveVector;
void Start()
{
anim = this.GetComponent();
cam = Camera.main;
controller = this.GetComponent();
if (anim == null)
{
Debug.LogError("We require " + transform.name + " game object to have an animator. This will allow for Foot IK to function");
}
}
void Update()
{
InputMagnitude();
}
void PlayerMoveAndRotation()
{
InputX = Input.GetAxis("Horizontal");
InputZ = Input.GetAxis("Vertical");
var camera = Camera.main;
var forward = cam.transform.forward;
var right = cam.transform.right;
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
desiredMoveDirection = forward * InputZ + right * InputX;
if (!blockRotationPlayer)
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(desiredMoveDirection), desiredRotationSpeed);
}
}
void InputMagnitude()
{
InputX = Input.GetAxis("Horizontal");
InputZ = Input.GetAxis("Vertical");
anim.SetFloat("InputX", InputX, HorizontalAnimSmoothTime, Time.deltaTime * 2f);
anim.SetFloat("InputZ", InputZ, VerticalAnimTime, Time.deltaTime * 2f);
Speed = new Vector2(InputX, InputZ).sqrMagnitude;
if (Speed > allowPlayerRotation)
{
anim.SetFloat("InputMagnitude", Speed, StartAnimTime, Time.deltaTime);
}
}
}
Please can you make a video bout how to program pushing and pulling objects,with ik
Like inside's gameplay