![]() ![]() (I don’t make devforum posts often, sorry if there was anything I didn’t explain correctly. IkControl.Parent = script.Parent:FindFirstChild("Humanoid") IkControl.ChainRoot = script.Parent:FindFirstChild("LeftUpperArm") IkControl.EndEffector = script.Parent:FindFirstChild("LeftLowerArm"):FindFirstChild("LeftWristRigAttachment") IkControl.Target = newLeftHand:WaitForChild("LeftWristRigAttachment") Local ikControl = Instance.new("IKControl") NewLeftHand:FindFirstChild("LeftWrist"):Destroy() NewRightHand:FindFirstChild("RightWrist"):Destroy() Local newLeftHand = script.Parent:WaitForChild("LeftHand") Local newRightHand = script.Parent:WaitForChild("RightHand") I tried using constraints earlier, but it was too confusing and I discovered inverse kinematics instead. ![]() I’ve looked on the devforum and at documentation, but can’t find anything understandable about inverse kinematics paired with VR. I’m trying to use inverse kinematics to get the arms to follow the position of the hands, but I can’t figure out the best way to do this. Does anybody know how I could handle this so that the arms don’t feel separated, but the player can still maintain the same amount of reach with their VR controllers? (ignore the right hand since I haven’t coded it yet, also this picture was not actually taken in VR but proves the same point) The left arm is trying to reach the left hand using inverse kinematics, but it isn’t actually long enough to get there. ![]() I’ve managed to make player hands position themselves according to the player’s controllers, however the player’s arms do not attach to the hands. Hi, I’m currently trying to create a VR system for use in my games. ![]()
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