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697 lines
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text: "AimIK is good for keeping objects steadily aimed at the target. Sometimes
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those objects have a lot of swinging motion in their animation though, like swinging
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a sword for example, and it is not good to use AimIK to keep the sword oriented
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towards a certain position during that swing. \nIt would keep the sword orientation
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fixed by bending the rest of the spine hierarchy and that would interfere with
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the animation in an unnatural way. \n\nIt is still possible to use AimIK to redirect
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swinging animations like swordplay or punching. For that, we would have to tell
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AimIK each frame that whatever the current animated pose, it is the default forward
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aiming pose.\n\nTake a look at AimSwing.cs to see how to dynamically adjust the
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\"Axis\" of AimIK to achieve redirection of weapon slashing animations.\n\nRight-click
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on any FinalIK component header and select \"User Manual\" or \"Script Reference\"
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for more info."
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