The IK solver is currently running in real time.
And I want to blend it with some prebaked animations like reaching and searching etc
Therefore, I need to generate some keyframes for each bone.
How do I convert the IK into keyframes, so that I can generate a animation set for the
agent's animation controller?
Thanks
Jack
How to create an animation set from the IK solver?
How do I convert the IK into keyframes, so that I can generate a animation set for the
agent's animation controller?
Exactly how to do it differs from software you use the basic idea is that you record the visual position of each object.
If you use Blender, animate the IK rig, move the timeline to the key frame, hit the I-Key and select Visual LocRotScale. Delete the IK bones and play the animation, you should now have it as a key frame.
However almost all game engines these days can use IK rigs, or will convert to normal key frames when importing.
With a proper rig, merging normal animations with IK is easy. There should be some kind of switch that turns IK off when you work with the normal animation.
sounds like Alvaro's got a good approach to the problem. especially if you're not using an off-the-shelf engine that directly imports your IK data - which i suspect is the case here.
+1