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  • Feature request: Constraint Mixing per-axis

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Hi!

As a shortcut to doing some root motion, I'd like to constrain my root bone to a few bones / IK handles and mix them on just the X axis depending on which one is "on the floor".

This way, I don't need to numerically match my leg/foot motion to get the root motion right :rock:

You're a gentleperson and a scholar 🙂 Thank you.

Sorry, what exactly are you wanting? IK mix adjusts the rotation, no X axis is involved.

Hi!
I'd like to bind just the X position of my root bone to just the X positions of several bones and IK constraints, and alternate between them using a stepped curve.

This way, I envision, I can animate my walk cycle and set keys on the "effect on the root motion" constraint.
Though I guess I oversimplified it, because now I realise that those effects would be constantly relative, rather than additive.
HMMMM!

Ok, new feature request! 😉 (My apologies)

"Pass delta coördinates / animations of selected bones/IK's by passing certain messages."

What I did to make the pickle in this video walk:
• I wrote down all the "touching ground" transforms of IK's and Toe-bones (to correct for foot roll)
• calculated their differences & delta's
• I then entered these values as Root-bone X transforms,
• matched up the easings from the bones to to root.
• Then, in Unity, I make use of our own implementation of "root motion"

Is there a community spine-unity repository we could share this on?