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アバタに逆運動学(Inverse Kinematics,IK)を適用する方法について,step-by-stepで説明します.
SimpleLocalCameraRig
SkinnedMeshRenderer
VRIKMapper
FinalIK.VRIK
VRIKMapper.CameraRig
上記のようなHumanoid Mapped Pose (FinalIK)を複数生成し,それらを PoseMixer.Poses に追加することで,IKが適用されたアバタの動作を融合できます.
PoseMixer.Poses
graph LR LocalCameraRig -->|4.で指定| VRIKMapper -->|出力| Pose Pose(("Pose")) VRIKMapper["VRIKMapper"] LocalCameraRig("Local CameraRig")