Hey there,
I've been working to create custom actions that allow for direct access to the FBBIK component through Adventure Creator. So far I've developed one for the Body and another for Limbs. As I am not a coder, I've pulled these scripts together by utilizing existing action scripts within AC and using coding from the Final IK integration scripts for Playmaker and Rewired to adapt them.
I haven't tested them exhaustively or anything but they appear to actually work. However, I'm looking for any advice anyone might have on adding an interpolation or transition time to the change in values. Maybe it isn't meant to work that way, but I thought I'd ask. Thoughts?
I have a few more Final IK actions I'm working on. Right now I'm finishing a custom action for Resume Interaction, which is pretty straightforward and works nicely in an action list with the custom action on the wiki submitted by Snebjorn and PurpleShine -- (i.e. if you want to add actions while the interaction is paused and then resume after). If there's interest, I'm happy to share.
Comments
Getting Down and Dirty & there is @Alverik again =D> :-) :- Having just wasted a day trying to sort StartCoroutine() in Custom Actions : I think this should be highlighted : "AC actions are ScriptableObjects not MonoBehaviours... That means Unity coroutines are not supported"
Work'ins like internaly instantiating MonoBehaviour instances are littered with trip-ups (Although hats off for the Middleman class) - I have now become a MEC coroutines convert (Free & Pro version on the Asset Store : I say that because I had to Google it , not realising) : so this is another pat on the back for @Alverik & commented here to save numpties like me a lot of searching and trail & error...
You can use this trick to re-run an Action as many times as you need until you're ready for it to end by returning zero.