CharacterIK Hips position override for other IK plugins

Juneav

New member
Hello there! Hope you are doing great!

I am currently integrating other third party plugins with Opsive Third Person Character Controller to improve the animations.

The plugins I am using are FImpossible's Legs Animator and Leaning Animator. They are working just mostly fine but for Legs Animator, it requires its own IK pass to add smooth hips/spine reactions when moving and not only in the legs. I've been messing with Opsive's CharacterIK script and found out that if I comment the line 1093 (see the line below) then the plugin works just fine. I need to know if I can proceed this way, if it is OK or if commenting this line will introduce future problems, specially with abilities such as climb/swim/etc.

m_Hips.position = m_Transform.TransformPoint(m_HipsPosition);

Additionally, I have noticed that when I aim a weapon when these plugins are active they kind of "rotate" to the left the actual fire point of the weapon.

The plugins have a "calibrate" function that can be enabled or disabled and using them I can correct the problem, but this makes me think that in the end the compatibility is not 100% OK because they both are fighting with Opsive to have full control over the IK passes, but since I can fix it with simple checkboxes I guess I can live with that. This is not a real problem but I wanted to tell you.

I also have Final IK, I know you offer an integration for that but I do like your CharacterIK functionality and I dont want to create more problems by adding even more plugins from third parties.

Hope you can help me!
 
For this I recommend implementing your own CharacterIKBase script. This will give you complete control over the IK integration, and will prevent you from having to overwrite any base code.
 
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