0 votes
asked in VRIK by (120 points)
I set up VRIK and it work great! For locomotion though it falls a bit short. Do we have a recommendation for the best way to set up in VR a full body IK tracking system with walking/running animations? Thank you for such a fine asset as well it is one of my favorites.

-Bryan Meadows

1 Answer

0 votes
answered by (13.8k points)
Hey,

The built in procedural locomotion was designed in the early days of VR when there was no room-scale and most people used teleportation locomotion, so yeah, it's only good for shuffling the feet around in a couple of square meters space. To do animated locomotion, all you need basically is a standard 8-direction strafing animation blend tree. Then just make it follow the horizontal direction towards the HMD by root motion and/or script. I've used Kubold's Movement Animset Pro from the Asset Store, pretty good animations for that kind of stuff.

Best,

Pärtel
commented by
Does this mean the asset won't work well with full room scale tracking solutions?

I've noticed that my character in VRIK is moving in a strange way kind of tip-toeing from place to place - is this why?
commented by (13.8k points)
Hey,

The IK still works the same in roomscale, it's just a limitation of the locomotion module.

About tip-toeing, it's usually the avatar just being too small for the player, you can scale up the avatar root Transform.

Best,

Pärtel
commented by
I see. If I understand what you meant correctly then animation is required for people who want to do teleportation and want a more robust animation?

Thanks!

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