Since there are lot’s of questions and issues regarding IKinema’s RunTime-Indie i’m creating this thread in order to share knowlege and XP among it’s owners
And first question will be from myself:
Is there a way to expose only one task from the foot solver node and not all of them? We need to be able to change Left hand’s task on external action while leaving all of the other tasks untouched
you can only expose all the tasks, but you can only connect the ones you want to change to the “Setup task node”. However, expose the tasks will disable the implementing look-at and weapon handling implementation in the node.
Ok, thanks. Are there any plans for a single task exposure? We need a dual wielding with 2 separate targeting for both hands. Therefore so far we need to kame all the tasks custom ones without using the foot placement node which is convenient
Also “Connect this to an identity transform node if you want the task to follow the animation” - can anyone clarify what does this mean? (the identity part)
I’ve tried it - that just wields the hand to a 0,0,0 position and rotation in component space without following the animation, which is perfectily logical since FK transform for this arm is not 0,0,0
Yes, it is 0, but in this case i have no use for the solver node itself. What i need is do calculate the transform for the incoming FK animations and modify them with my offsets. But currently i can’t figure out how to get the FK transforms of the exact pose, just before the solver node. It would have been much easier if there was a per-task exposure in the Foot placement node