Hi everyone,
I’m trying to use FinalIK to animate the hip, hands, and feet positions while in full body VR.
Example: If the hand transform is animated to move in the direction the hand is facing, then while in full body VR, I should be able to rotate my hand, and the animation will always move in the direction the hand is currently facing.
Setup:
- I have created a dummy armature, which is what VRChat uses.
- I also created a Copy armature with the mesh that has the Full Body Biped IK component on it.
- I use targets in the dummy armature to follow its movements.
Problem: This setup works well on desktop and in VR (even with hip tracker enabled). I can animate the target transforms to move the hands and hips, and even add grabbable physbones to them.
However, in VR Fullbody, this does not work. The dummy armature continues to move normally (as VRChat uses it), but the Copy armature does not do anything. It seems like the Full Body Biped IK component breaks or gets turned off.
Questions:
- Does this mean the IK component gets disabled because VRChat uses its own IK system?
- Is there any way to work around this issue?
Any help or suggestions would be greatly appreciated. Thank you!