Is your feature request related to a problem? Please describe
Within the current EMFX system, there is support for two types of IK, Aim IK and Look IK. The current solution for inverse kinematics is limited in the scope of movement that can be derived, and it is hard to author character movement that naturally applies movement beyond linked joint rotations. Fullbody IK is also useful for fully tracked avatar movements that mirror a human action, such as someone with a motion capture suit or using VR trackers.
Describe the solution you'd like
A fullbody IK solution would make it possible to author more realistic character movements that utilize the entire body of the character rig. An example of the type of movement that fullbody IK enables is bending over or squatting down to interact with an object.
Is your feature request related to a problem? Please describe Within the current EMFX system, there is support for two types of IK, Aim IK and Look IK. The current solution for inverse kinematics is limited in the scope of movement that can be derived, and it is hard to author character movement that naturally applies movement beyond linked joint rotations. Fullbody IK is also useful for fully tracked avatar movements that mirror a human action, such as someone with a motion capture suit or using VR trackers.
Describe the solution you'd like A fullbody IK solution would make it possible to author more realistic character movements that utilize the entire body of the character rig. An example of the type of movement that fullbody IK enables is bending over or squatting down to interact with an object.