Hi I just brought Istep today and it did immediately make my character come to life more. I’m still trying to find the right setting. At first when I put the script in my character was bouncing up and down thousands of times about a foot off the ground. I realized I may have his collider might be too tall and shortened it and that fixed it. But then he could no longer walk up on to steps I created that he could walk on perfectly before I changed that collider height. I’m trying to play with the settings to find the right spot where it will work for both my terrain with mesh colliders and steps that might have box collider is triggers. Plus have it not make one of his foot in crouch animation be off of the ground. If I fix it to work on steps it throws off the ground and he bounces and crouching looks shaky and weird. If I fix the ground and crouching somewhat he can’t walk up steps. I’m sure I’ll figure it out.
Hi! Check out this forum post for good Invector settings: forum.unity.com/threads/istep-premium-foot-placement-solution.1267076/page-3#post-8917970 also make sure you configure your Collision Layer Mask properly :). Best regards, Kreshi
Hi I'm having trouble with stairs and small blocks at 3:53 you can see how jittery the movement is compared to the Istep demoscene, plus I can't seem to walk over small blocks with the Invector controller. Have the colliders changed?
@@you8just Exactly, that's how the Invector controller reacts to real stair meshes. With iStep however you can use 2 meshes, one for Invector which can be a ramp and another for iStep which can be the real stair mesh. By configuring the collision layers right you will have super smooth movement this way because iStep is 100% smooth over stairs :). I hope this info helps you out :).
I noticed you didn't put a weapon in his hand... what happens to the ik for the arms when a weapon is equipped? Or when throwing a grenade? Invector made a tutorial about five years ago just like this for Final IK, looked like it worked great in the video, come to find out that it destroys the positioning for every weapon you have configured.
Edit: iStep works out-of-the-box with Invectors Weapon IK system, here a demonstration video (first without and then with iStep): th-cam.com/video/CRrGxYy-9h4/w-d-xo.html. Original Post: What you described is a common problem when correcting body positions. iStep has a solution to this specific problem. Check out the Animation Rigging tutorial for more information: th-cam.com/video/KGn3csXMEms/w-d-xo.html . The "GlobalIKTargetCorrector" component as well as the FootIK scripts "fullBodyOffset" property will be your friends for resolving such use-cases :).
@@hoax-games Thanks for the reply. I looked at the animation rigging video and I think I'll hold off on buying istep until you possibly create a comprehensive video on integrating it with the invector controller properly. But I'm assuming that's why you didn't have the character pick up a weapon in that video. For every weapon, the hand positions are going to change, and that's not even mentioning single and dual sword setups. Correct me if I'm wrong but it looked like an object has to be active for istep to grab on to it while carrying a weapon, and that object has to be on at runtime otherwise it won't see it. That means the object(s) would have to change positions to accommodate each weapon size and type... And I have no idea what would happen to invector weapons if I put an aim constraint on it... probably nothing good. Thanks anyways.
@@danielvast2007 In the Animation Rigging tutorial the GlobalIKTargetCorrector was used on multiple (target)objects. GlobalIKTargetCorrector is a helper-script that helps adapting to iSteps body position correction without the need of writing any code. In case a custom logic with a specific behaviour needs to access the body position corrections directly in code, the public property "fullBodyOffset" (Vector3) from the FootIK script (FootIK does all feet- and body placements) can be used directly. Regarding the specific case of Invectors weapon targetting system: I will look into it possibly in the upcoming days. If Invector places its IK-weapon targets relative to children of the rig, everything will work out of the box and you won't have to worry about anything I just wrote :). In case the IK-targets are completely custom, some code "injection" may be necessary. I will look into it and come back to you or possibly make another video tutorial in case it should be necessary :). A healthy dose of scepticism is always good to have, it will help you in taking the right decissions in life, therefore I am happy that you ask these questions ;).
@@hoax-games I appreciate you looking into it, and if you do decide to make a video on the matter, I look forward to it and would gladly purchase istep.
@@danielvast2007 I just tested iStep with Invectors Weapon IK System and it worked out-of-the-box ;). Here a demonstration video, first without and then with iStep: th-cam.com/video/CRrGxYy-9h4/w-d-xo.html. The reason why it works out-of-the-box is because Invectors IK System is computed in LateUpdate (after all body position corrections have already been applied).
Whenever I play the game and gettting this error !NullReferenceException: Object reference not set to an instance of an object HoaxGames.FootIK.findLegsForwardAxes (HoaxGames.FootIK+Axis& leftLegAxis, System.Boolean& isNegativeLeftLegAxis, HoaxGames.FootIK+Axis& rightLegAxis, System.Boolean& isNegativeRightLegAxis)
Hi kumail jadoon, have you added the FootIK script to the same GameObject which holds the Animator component? And is your character imported as "Humanoid" in the characters import settings? If you need more detailed support, please consider asking in iSteps Unity Forum thread: forum.unity.com/threads/istep-premium-foot-placement-solution.1267076/page-2#post-8593825 . Or write me a direct e-mail: maishofen2@hotmail.com . Best regards, Kreshi
Hi kumail jadoon, have you added the FootIK script to the same GameObject which holds the Animator component? And is your character imported as "Humanoid" in the characters import settings? If you need more detailed support, please consider asking in iSteps Unity Forum thread or writing me a direct e-mail using iSteps support mail. Best regards, Kreshi
非常有用 感谢
Thanks man !
Thank you!!
Hi I just brought Istep today and it did immediately make my character come to life more. I’m still trying to find the right setting. At first when I put the script in my character was bouncing up and down thousands of times about a foot off the ground. I realized I may have his collider might be too tall and shortened it and that fixed it. But then he could no longer walk up on to steps I created that he could walk on perfectly before I changed that collider height. I’m trying to play with the settings to find the right spot where it will work for both my terrain with mesh colliders and steps that might have box collider is triggers. Plus have it not make one of his foot in crouch animation be off of the ground. If I fix it to work on steps it throws off the ground and he bounces and crouching looks shaky and weird. If I fix the ground and crouching somewhat he can’t walk up steps. I’m sure I’ll figure it out.
Hi! Check out this forum post for good Invector settings: forum.unity.com/threads/istep-premium-foot-placement-solution.1267076/page-3#post-8917970 also make sure you configure your Collision Layer Mask properly :). Best regards, Kreshi
Hi I'm having trouble with stairs and small blocks at 3:53 you can see how jittery the movement is compared to the Istep demoscene, plus I can't seem to walk over small blocks with the Invector controller. Have the colliders changed?
Nvm I think the invector controller and camera system are just like that, it's the same without Istep.
@@you8just Exactly, that's how the Invector controller reacts to real stair meshes. With iStep however you can use 2 meshes, one for Invector which can be a ramp and another for iStep which can be the real stair mesh. By configuring the collision layers right you will have super smooth movement this way because iStep is 100% smooth over stairs :). I hope this info helps you out :).
@@hoax-games It works like a charm Thank you !!
I noticed you didn't put a weapon in his hand... what happens to the ik for the arms when a weapon is equipped? Or when throwing a grenade?
Invector made a tutorial about five years ago just like this for Final IK, looked like it worked great in the video, come to find out that it destroys the positioning for every weapon you have configured.
Edit: iStep works out-of-the-box with Invectors Weapon IK system, here a demonstration video (first without and then with iStep): th-cam.com/video/CRrGxYy-9h4/w-d-xo.html.
Original Post: What you described is a common problem when correcting body positions. iStep has a solution to this specific problem. Check out the Animation Rigging tutorial for more information: th-cam.com/video/KGn3csXMEms/w-d-xo.html . The "GlobalIKTargetCorrector" component as well as the FootIK scripts "fullBodyOffset" property will be your friends for resolving such use-cases :).
@@hoax-games
Thanks for the reply. I looked at the animation rigging video and I think I'll hold off on buying istep until you possibly create a comprehensive video on integrating it with the invector controller properly. But I'm assuming that's why you didn't have the character pick up a weapon in that video. For every weapon, the hand positions are going to change, and that's not even mentioning single and dual sword setups.
Correct me if I'm wrong but it looked like an object has to be active for istep to grab on to it while carrying a weapon, and that object has to be on at runtime otherwise it won't see it. That means the object(s) would have to change positions to accommodate each weapon size and type... And I have no idea what would happen to invector weapons if I put an aim constraint on it... probably nothing good. Thanks anyways.
@@danielvast2007 In the Animation Rigging tutorial the GlobalIKTargetCorrector was used on multiple (target)objects. GlobalIKTargetCorrector is a helper-script that helps adapting to iSteps body position correction without the need of writing any code. In case a custom logic with a specific behaviour needs to access the body position corrections directly in code, the public property "fullBodyOffset" (Vector3) from the FootIK script (FootIK does all feet- and body placements) can be used directly. Regarding the specific case of Invectors weapon targetting system: I will look into it possibly in the upcoming days. If Invector places its IK-weapon targets relative to children of the rig, everything will work out of the box and you won't have to worry about anything I just wrote :). In case the IK-targets are completely custom, some code "injection" may be necessary. I will look into it and come back to you or possibly make another video tutorial in case it should be necessary :). A healthy dose of scepticism is always good to have, it will help you in taking the right decissions in life, therefore I am happy that you ask these questions ;).
@@hoax-games
I appreciate you looking into it, and if you do decide to make a video on the matter, I look forward to it and would gladly purchase istep.
@@danielvast2007 I just tested iStep with Invectors Weapon IK System and it worked out-of-the-box ;). Here a demonstration video, first without and then with iStep: th-cam.com/video/CRrGxYy-9h4/w-d-xo.html. The reason why it works out-of-the-box is because Invectors IK System is computed in LateUpdate (after all body position corrections have already been applied).
Whenever I play the game and gettting this error !NullReferenceException: Object reference not set to an instance of an object
HoaxGames.FootIK.findLegsForwardAxes (HoaxGames.FootIK+Axis& leftLegAxis, System.Boolean& isNegativeLeftLegAxis, HoaxGames.FootIK+Axis& rightLegAxis, System.Boolean& isNegativeRightLegAxis)
Hi kumail jadoon, have you added the FootIK script to the same GameObject which holds the Animator component? And is your character imported as "Humanoid" in the characters import settings? If you need more detailed support, please consider asking in iSteps Unity Forum thread: forum.unity.com/threads/istep-premium-foot-placement-solution.1267076/page-2#post-8593825 . Or write me a direct e-mail: maishofen2@hotmail.com . Best regards, Kreshi
Hi kumail jadoon, have you added the FootIK script to the same GameObject which holds the Animator component? And is your character imported as "Humanoid" in the characters import settings? If you need more detailed support, please consider asking in iSteps Unity Forum thread or writing me a direct e-mail using iSteps support mail. Best regards, Kreshi