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Unity 3d - Third Person controller | Dark Souls' like | step 6 - Basic IK foot placement * WIP 2

Unity Addiction Oct 30, 2019 00:28
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Improved foot rotation relative to the ground, IK weigth based on animator pivotWeight. Still not perfect but I like how it works. What do you think? CREDITS. Unity engine John Mac's "Unity Third Person Control" series (camera control part) Filmstorm "Build a Foot IK System from Scratch for Unity" (heavily modified IK class) Assets 3DMAESEN | Strong Knight (free) https://sketchfab.com/3d-models/strong-knight-9d912e0fedb44b619fbd2a083bbf174f (thanks to "@a b" suggestion) you have to recreate the avatar like this "click on the model in the files not in the hierarchy , then rig , humanoid create avatar from this model." ANDREICG | Medieval Ruins Pack https://assetstore.unity.com/publishers/15554 Kubold | longsword animation https://assetstore.unity.com/publishers/5491 ZzGERTzZ | Close Combat: Swordsman (free for the month Oct'19) https://www.unrealengine.com/marketplace/en-US/slug/close-combat-swordsman PROCEDURAL WORLDS | CTS - Complete Terrain Shader https://assetstore.unity.com/packages/tools/terrain/cts-complete-terrain-shader-91938 RAPHAEL ERNAELSTEN | Aura 2 - Volumetric Lighting & Fog https://assetstore.unity.com/packages/tools/particles-effects/aura-2-volumetric-lighting-fog-137148 Hashtags #Unity3d #MadeWithUnity #ThirdPersonController
Gaming
#Unity3d #game programming #third person controller #dark souls #unity engine #unity #mecanim #locomotion #controller #third person #cinemachine #character controller #foot ik #inverse kinematic