In Unity with Bio IK, end effectors (goals) control character movement by applying rotational values to joints, and their influence can be balanced through weighting to prevent erratic motion; without proper constraints, end effectors may cause the entire rig to move unpredictably, as demonstrated when the character's feet flopped without constraints.
Bio IK Rig Control for Robot Puppeteering in Unity
Added:everybody will hear quick update got the JD rigged in Lightwave and then brought into unity and then I've set the bio iCade rig onto it and adjusted all the rotational values for every single joint then after I did that I created some goals or end effectors depending on what you'd like to call them and I'll show you how those work so I've got two to setup one for the wrists over here and this also has a look at applied to it so his head will look at the end effector and then there's another one over here then we have two down here on the legs I have the two legs turned off for now because it has a tendency to the way I've rigged it without any constraints makes the feet a little floppy and they flop around a little bit but I will pause the video a little bit later and turn those on so you can see everything kind of moving around so let's go into game mode I did manage to figure out how to bring the in defectors into the game mode so we've got a nice clean interface but I can grab this guy and he spins around then JD tries to look to see where it is order to go must be behind me it's in front of me so that works great and then I can grab this little guy here same thing with this arm he's trying to move it around with that one and let me pause the video and I'll turn the end effectors on for the feet okay we're back and now we've got all these different end effectors active you could see that he looks like he's kind of swimming or doing whatever that's because both these end effectors are all for these end effectors are affecting the whole rig so you can control that by weighting w e IG HT ing waiting each one of them giving them more power so you can give less power to more power to the other so the effect the whole break a little less crazy like this but I can move his like forwards backwards can walk maybe it's a little animation rig but yeah he just kind of looks like he's just hanging out we'll take you out of game-mode into scene mode so you can see the rig I'll back out a little bit there we go we can see the end effectors doing their thing here and get forward so you don't see the camera rig so same thing here and we can also add rotational values for some of the end effectors so they can bend let's move this over whoa hey there we go I think I lost one of my end effectors for the legs um left like goal that's inside the foot okay so you can see this a little bit better as far as you know you know I don't have it JD so I don't know what the limits are on the joints so I guess that a lot of these they might be wrong but you can but this this is actually not connected to defeat this is connected to his ankle the feet themselves actually do have a rotational value of a negative and a positive 30 degrees but like I said I think you need to connect a constraint to that so that the constraint will keep the the feet from keep the feet flat and keep them from rolling because when you turn them on they definitely roll like crazy because it's just the end of the eye catching so any where is that is that I did try to figure out how to do how to create a root goal for his chest so he could just move his chest around and then he could do some pretty cool magical things but I don't know if this particular rigging system will allow us to do that the route which is used that usually is the hips on a bipedal setup doesn't exist on G JD so I couldn't quite figure out how to fit it into the rig so anyways this has gone longer than I thought was gonna go so I'm gonna leave here and I will fiddle faddle with it a little bit more but I was gonna put it up for you guys to download and play around with it and see if you have any other ideas or oops it looks like he's flying
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