Upon closer inspection, there seems to be a problem with the human rig structure I am dealing with.
The body and head are completely separated, and the head object with the jaw and the bones of both eyes is parented to the hierarchy of the headbone of the torso to accommodate the character’s change of clothes.
The character’s Humanoid rig settings Eye bones are tied to the body object’s Eye bones.
In the LookAtIK setting, the bones of the Spine Chest Head refer to the torso object bones, and the Eye bones refer to the head object Eye bones.
LookAt other than Slate works fine with this.
I think it worked fine with older versions of SLATE.
Also, LookAtIK doesn’t seem to be working properly without AnimatorTrack.
Is Slate getting the Humanoid rig of the actor and doing its own processing?
The problem was solved by associating the torso eye bones with LookAt and having the head object’s eye bones track the rotation of the torso eye bones.
Thank for the follow ups and I am glad that you solved the problem.
For your information, the FinalIK integration clips in Slate are pretty much just calling FinalIK methods (not any custom processing take place other than updating the IKSolver of FinalIK when it needs to). It is also better to use FinalIK clips in a track above Animator Track because without animation playing, the FinalIK solvers will not work as expected.
If you have any more questions (or issues), please let me know.
Thanks.
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