

V2.5: Relented and put in a new section about how to solve the "IK lock", with the trade off of it breaking 1:1 foot tracking when bringing the foot back. Thanks again to Manyblinkinglights for pointing this out. Completely fixes any ankle-flipping at impossible angles and leg stretch. On the digi-ankles now there's a Rotation Constraint that's constrained to the planti-hip. V2.4: Turns out, Aim Constraints were never necessary at all. V2.3: Very minor changes to hopefully negate some ambiguity. At the loss of the elegance of the original description for doing it. V2.2: Re-did Section #1 to hopefully make it more fool proof for explaining what needs to be done. This is the sort of oversight you have when you get blinded by how easy it was the first time. V2.1: Minor note about needing the hip-knee and ankle-foot sections to be nearly or exactly parallel to each other for this to work. If you want this, but don't want to do the leg work yourself, I can do it for you. (Use the Unity setup from this guide though, that one is now out of date.)


#Stick figure animator bones software
If you're having issues with the tutorial and you're not using Blender, the 2.1 version should be more software agnostic. And now with this methodology, this doesn't require anything other than what Unity provides, and is VRChat whitelisted of course. 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. 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.
