Cheo
Active member
Hello, I have to make this post about the incomplete state of the Final IK integration for UCC 3, which is a shame considering the potential it has. When you open the demo scene you can see that :
-The Interact ability is not even added the Atlas character.
-When adding the Interact ability and trying to interact with the button, an error is thrown saying the character doesn't have the Interaction System. And it's true, he only has Full Body Biped IK, Grounder Full Body Biped and Look At IK. To showcase the capacities of the integration and show whether or not it's working we should have a character with everything - Full Body Biped IK, Look At IK, Grounder Full Body Biped, Aim IK and Interaction System.
-The Interact button model is all purple, it should be given the Orange and Blue materials just like in the main demo. It sounds like a nitpick, but it makes the demo look not serious.
Now I'd like to come to the part that's currently bothering me in work : the non dominant hand placement on weapons, which may be representative of other issues - basically until now Character IK was handling everything and you could drag a target transform into the Non Dominant Hand IK Target slot, which would be used by Character IK to place the non dominant hand on this specific spot, and you could use the state system to for example set the ik weight to zero on that hand when reloading. But this is not implemented out of the box with Final IK and the state system offers less possibilities with the Final IK Bridge component. If anybody here has a convenient way of handling this with Final IK I'm all ears (so far the only thing I've thought of was to use a few events), and it would be great to have something implemented for that in the integration and observable in the demo scene. In the meantime I'll come back to this thread if I find a good method.
-The Interact ability is not even added the Atlas character.
-When adding the Interact ability and trying to interact with the button, an error is thrown saying the character doesn't have the Interaction System. And it's true, he only has Full Body Biped IK, Grounder Full Body Biped and Look At IK. To showcase the capacities of the integration and show whether or not it's working we should have a character with everything - Full Body Biped IK, Look At IK, Grounder Full Body Biped, Aim IK and Interaction System.
-The Interact button model is all purple, it should be given the Orange and Blue materials just like in the main demo. It sounds like a nitpick, but it makes the demo look not serious.
Now I'd like to come to the part that's currently bothering me in work : the non dominant hand placement on weapons, which may be representative of other issues - basically until now Character IK was handling everything and you could drag a target transform into the Non Dominant Hand IK Target slot, which would be used by Character IK to place the non dominant hand on this specific spot, and you could use the state system to for example set the ik weight to zero on that hand when reloading. But this is not implemented out of the box with Final IK and the state system offers less possibilities with the Final IK Bridge component. If anybody here has a convenient way of handling this with Final IK I'm all ears (so far the only thing I've thought of was to use a few events), and it would be great to have something implemented for that in the integration and observable in the demo scene. In the meantime I'll come back to this thread if I find a good method.