- FinalIK :用
LimbIK或FABRIK - Animation Rigging 是 Unity 官方 C# Job + RigBuilder 管线;FinalIK 是 RootMotion 的 solver 更新逻辑
constraint.weight混合,FinalIK 对应的是solver.IKPositionWeight/IKRotationWeight
- FinalIK :用
RotationIK/AimIK/在LimbIK内部使用 rotation weight MultiRotationConstraint本质是“多个 source 旋转混合到 constrained bone”
-
保留
EnvironmentInteractionStateMachine/State/Context的大部分逻辑 -
把
Context.CurrentIkConstraint.weight等操作换成:limbIK.solver.IKPositionWeightlimbIK.solver.target.position/rotation