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