I have started experimenting with the built in IK compartment in my custom abilities.
I am setting an artificial IK target this way: m_CharacterIK.SetAbilityIKTarget(m_RightHandTarget, CharacterIKBase.IKGoal.RightHand, time);
"time" is just a float that i can easily adjust in the inspector for this test ability and is described as "the amount of time it takes to reach the goal", which seems clear.
My expected outcome was that setting time to 0 would give an instant IK adjust, whereas setting it for example to 1 would give a slow IK transition. This works, however, the IK rotation is only controlled when time = 0. When time =1 there is no IK rotation control.
Demonstrations (Nolan is more fiddly as a more complex character, but has the same issue):
when time = 0: https://drive.google.com/open?id=1sPPfXFnUncPNPSoI56HRRRjXE9su_iNK
when time = 1: https://drive.google.com/open?id=1WhcExkDhhji3vqcDto1nw2v6rKD0Ggjr
This seems to be a bug to me? but maybe as a first trial i am not using correctly. In both cases movement of the IKTarget results in correct tracking of the hand movement.
As an aside, I also failed to find documentation on custom implementation of the SetAbilityIKTarget() within abilities?
I am setting an artificial IK target this way: m_CharacterIK.SetAbilityIKTarget(m_RightHandTarget, CharacterIKBase.IKGoal.RightHand, time);
"time" is just a float that i can easily adjust in the inspector for this test ability and is described as "the amount of time it takes to reach the goal", which seems clear.
My expected outcome was that setting time to 0 would give an instant IK adjust, whereas setting it for example to 1 would give a slow IK transition. This works, however, the IK rotation is only controlled when time = 0. When time =1 there is no IK rotation control.
Demonstrations (Nolan is more fiddly as a more complex character, but has the same issue):
when time = 0: https://drive.google.com/open?id=1sPPfXFnUncPNPSoI56HRRRjXE9su_iNK
when time = 1: https://drive.google.com/open?id=1WhcExkDhhji3vqcDto1nw2v6rKD0Ggjr
This seems to be a bug to me? but maybe as a first trial i am not using correctly. In both cases movement of the IKTarget results in correct tracking of the hand movement.
As an aside, I also failed to find documentation on custom implementation of the SetAbilityIKTarget() within abilities?