
This version is depreciated, as the v2 version doesn't require FinalIK and tracks the foot FAR better than this ever did. New Tutorial
A method for implementing digitigrade legs into VRChat that results in realistic bending of joints, despite all systems between Unity and VRChat squarely built for plantigrade legs and absolutely nothing else.
Works wonderfully in fullbody, and in my own test case, works even better for making the default animations look nice than it does making the fullbody better.
v1.1 - Improved 'scissor' look when bending the leg, with the trade off of IK breaking at extremes more.
A method for implementing digitigrade legs into VRChat that results in realistic bending of joints, despite all systems between Unity and VRChat squarely built for plantigrade legs and absolutely nothing else.
Works wonderfully in fullbody, and in my own test case, works even better for making the default animations look nice than it does making the fullbody better.
v1.1 - Improved 'scissor' look when bending the leg, with the trade off of IK breaking at extremes more.
Category Other / Tutorials
Species Western Dragon
Size 1440 x 7300px
File Size 2.99 MB
I tried this and after a while trying to match your joint's name with mines, I hope it works.
May I ask, is it possible to have a hierarchy of the model, as a way to make sure the we get the child (like the empty objects) in the correct spot? Like your ankle joint name is same as my foot joint (due to the naming of mines)
May I ask, is it possible to have a hierarchy of the model, as a way to make sure the we get the child (like the empty objects) in the correct spot? Like your ankle joint name is same as my foot joint (due to the naming of mines)
If I'm reading this right (May want to reword things so it's more concise), the names of the bones are irrelevant. I kept the names consistent through the tutorial for the sake of followability. As long as the bones are where they're supposed to be in space and their hierarchy's, and whatever components have the correct bones in the correct slots, it should work just fine.
I guess I should of rephase it. I know the names of the joints don't much matter, as long they are in the right order on the tree. When I was looking though it, when you said digi-ankle, I was looking back at the side view of your legs to see what you meant by ankle, following the hierarchy of it, and trying to see what is equal to mines. ^^; Hence why I brought up on having more of a "the hierarchy with the empties would look like this, in theory." Hopefully I phased that a bit better
I do like what you did to be honest, and I do like the idea of the hours of research you put in on figuring it out. It is a bit better than removing the weights, making the joints panti-grade, then re-painting the weights back on.
Side note, I happened found this via google when trying to figure out the whole digi-grade for full body. x3;
I do like what you did to be honest, and I do like the idea of the hours of research you put in on figuring it out. It is a bit better than removing the weights, making the joints panti-grade, then re-painting the weights back on.
Side note, I happened found this via google when trying to figure out the whole digi-grade for full body. x3;
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