Welcome to Final IK, the ultimate collection of inverse kinematics solutions for Unity.
Final IK Contains
- Full Body IK system for biped characters
- VRIK - High speed full body solver dedicated to Virtual Reality avatars.
- Baker - tool for baking your IK procedures, animation adjustments, Timeline and Mecanim layers to Humanoid, Generic or Legacy animation clips
- Biped IK - alternate to Unity's built-in Avatar IK system that provides more flexibility and works in Unity Free with the same API
- CCD (Cyclic Coordinate Descent) IK
- Multi-effector FABRIK (Forward and Backward Reaching IK)
- LookAt IK - look-at solver for bipeds
- Aim IK - for aiming weapons, looking at objects
- Limb IK - 3 joint solver for arms and legs
- Arm IK - 4 joint solver for the arms
- Leg IK - 4 joint solver for the legs
- Rotation constraints - Angular, Polygonal (Reach Cone), Spline and Hinge rotation limits that work with CCD, FABRIK and Aim solvers
- Interaction System - simple tool for creating procedural IK interactions
- Grounder - automatic vertical foot placement and alignment correction system
- CCDIKJ, AimIKJ - Multithreaded solvers based on AnimationJobs
Technical Overview
- Full source code included
- Does NOT require Unity Pro
- Does NOT require, but works with Mecanim
- Written in C#, all scripts are namespaced under RootMotion and RootMotion.FinalIK to avoid any naming conflicts with Your existing assets
- Tested on Standalone, Web Player, IOS, Android and VR
- Custom undoable inspectors and scene view handles
- Warning system to safeguard from null references and invalid setups (will not overflow your console with warnings)
- Optimized for great performance
- Modular, easily extendable. Compose your own custom character rigs
- User manual, HTML documentation, fully documented code, YouTube video tutorials
- Demo scenes and example scripts for all components
- Tested on a wide range of characters