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Thread: Full Body IK Setup

  1. #1
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    Full Body IK Setup

    EDIT : For all those who might be wondering what were we upto for GDC, here's a trailer of "From Other Suns" a game by GunFire Games, an Oculus Studio. They use the VR IK solver from our BIK plugin.



    BIK plugin is currently on v0.7.

    0.6a feature update



    Video : Weapon Holding and AimIK


    World Collision with feet and hands, and performance test




    Multiple Character Support




    ------------------------------------------------------------------------------------------------------------------------------
    Hi all,

    I have been working on some IK setups. Here I am showing my current IK setup which works for straight chains.

    Original Video :
    https://www.youtube.com/watch?v=ClclmbteJ4Q&feature=em-upload_owner

    The box is the end effector and the chain can have as many bones as you want. The box is manually animated using Matinee which drives the animation on the cylinder object.

    And this is all implemented inside a single blueprint node.



    Next I will try to implement this for trees with multiple constraints.

    Cheers,
    darkZ

    -------------------------------------------------------------------------------------
    Contact for purchasing early access : contact@anomotion.com

    Roadmap : http://trello.com/bik4ue4
    Attached Images Attached Images  
    Last edited by darkZ; 03-28-2017 at 12:00 PM. Reason: Added new gif

  2. #2
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    Nice work so far! Looking forward to seeing this progress

  3. #3
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    How cool indeed.

  4. #4
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    Very cool. Unlimited possibilities!

  5. #5
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    Thanks folks.

    I have an update with the implementation. I can now create arbitrary tree structures as my bone hierarchies. So human/imaginary creatures are now possible in the current implementation. Also, the IK Blueprint node is more configurable. Any number of constraints can be enabled here by adding more effector locations. Also Root location can be handled as a constraint or can be left free.

    Name:  Untitled picture.png
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    Again, the demo I am showing here is terrible and has zero thought put into it. So apologies in advance. But at the moment all my time is going in the core implementation.



    The next step would be to enforce joint limits on the model so that unnatural poses can be avoided. And then the final step would be to use biological data to create data driven Tree IK.



    Cheers,
    darkZ

  6. #6
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    I have updated the implementation to now have Joint Type Constraints ( Ball and Socket, Hinge and Fixed ). Also Hinge Joint limits are now implemented as well. Additionally rotational constraints for feet and root are also in effect now.



    Cheers !

  7. #7
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    Hi all,

    In this video I am demonstrating the result of applying full body IK on a human character ( a free character from Maximo ).



    Cheers,
    darkZ

  8. #8
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    Hi darkZ,

    Is there any chance you could release the plugin? Do you support rotations in IK set up? Since it is pretty much what I'm looking for. Unity has Final IK and I need something which is simple to implement.

    Cheers,

    Peter

  9. #9
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    I need this *bad* - are you planning to sell this darkZ?

    I'm doing a VR game with full avatar body and really need a full body IK with constraints like this in order to get it perfect.
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

  10. #10
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    Same situation here. Its crazy that two bone IK doesn't support rotations! I'm currently applying rotations manually but would happily pay for a plugin.

  11. #11
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    Hi folks,

    Sorry I didn't notice this thread had come back to life. I have not made more progress with it since I posted here last. pwsnow seems interested in purchasing and alpha testing the plugin.

    In my spare time these days I had changed gears to work on something a bit more artistic haha. However I will go back to implementing the Full Body IK for a release given that I have some time on my hands.

    n00854180t, can you describe what all constraints do you need ? Feel free to PM me if you are interested in setting something up before I can put it up on the marketplace.

    Best,
    darkZ

  12. #12
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    @darkZ - Actually the ones you already showed off are perfect. I'd love to alpha test it myself, I've got everything set up with a character to just plug in the node actually.
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

  13. #13
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    Hey n00854180t,

    I am getting very close to an alpha release. The system is now nicely implemented in its own plugin with an editor and a runtime module. I am just doing some more improvements. Now supports preserving animation for parts of the skeleton which are not being effected by any IK constraints.



    (Figure : Imagine a character leaning on a walking stick with the left hand which is being controlled via IK. This kind of behaviour cannot be achieved via the inbuilt IK tools within)

    I am definitely looking for people to purchase this at half price for alpha testing. So PM me if you are interested. There are limited spots available as I will be in touch with all the alpha testers myself and try to incorporate their feedback into the final product. I am thinking we can start the alpha testing from next week if things go well.

    In the meanwhile I will also need to look into some legalities pertaining to the distribution of this plugin outside the marketplace during early access. So if anyone has any ideas about the correct way of doing this, I am all ears.

    Best,
    darkZ

  14. #14
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    I was wondering how exactly this works as opposed to using the built in IK controls. And how flexible would it be for something like monsters/aliens/demons, etc... with possibly extra limbs or missing limbs as opposed to real life humans.

    Right now I have a bunch of IK happening with 2Bone IK controllers on my human character. It's working for arms holding guns right now. I haven't started on feet placement yet.

    I wanted to have my character also be able to reach out and push buttons or grab objects off the ground when picking them up. I have ideas for how to do this via a bunch of blend spaces depending on which direction my character is stretching their arms out so they lean properly with their whole body, while the IK positions the hand itself.

    I was also thinking about how the head would need to move on the body for VR and that's a whole other complicated thing to work on. I was probably going to add a multi bone IK chain controller to the spine for that.

  15. #15
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    This is a C++ implementation for a generic hierarchy of bones and is capable of handling rotation of end effectors and hence the joints along with constraints on the joints such as rotation and twist limits. It does not use the inbuilt IK controls.

    Another update with swing and twist limits :


  16. #16
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    Awesome work darkZ! I'm looking forward to the beta
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

  17. #17
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    Thanks n00854180t for your support !

    Some more updates, now I have the spherical joints, hinge constraints ( which utilize pole vector constraints ) working together.



    Best,
    darkZ

  18. #18
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    Can't wait to play with this for my VR arms/hands
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

  19. #19
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    Quote Originally Posted by n00854180t View Post
    Can't wait to play with this for my VR arms/hands
    It is coming soon !

    Another update. Effector twist controls the hierarchy of bones.


    Just checking out the surroundings
    Last edited by darkZ; 10-27-2015 at 01:11 AM.

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  21. #21
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    Love that twist control, great work
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

  22. #22
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    Quote Originally Posted by darkZ View Post

    Doing The Stanky Leg. LOL!!

    Could visualize this being used for a Real-time Marionette Controller.

    Keep up the awesome work!
    Last edited by TechLord; 10-29-2015 at 11:27 AM.
    TheGameDevStore.com | TheGameDevStore.VR: MMO + Interactive Asset Store + RPG|FPS Game Layer w/ VR Support.

  23. #23
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    Haha yes perhaps that can be a game !

    I have worked on a quick start tutorial to show how to use it with your projects and also to highlight the results that can be achieved.



    Best,
    darkZ
    Last edited by darkZ; 10-30-2015 at 04:36 PM.

  24. #24
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    I wanted to answer a question I received regarding setting up locators in the animation blueprint. Let me post the answer here if others have the same query.

    You would need to setup a blueprint such as the one shown below :



    And then you can then set the location and rotation in the make transform node to your desired variables every tick.

  25. #25
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    A new build is now available. Current customers can email contact@anomotion.com to receive a download link. A store page is in the works !

    Thank you for your feedback from the previous build. A lot of the feedback received has been incorporated into this build. Please let me know of your experience once you get to test the current build.

    Changelog v0.2 Alpha
    -------------------------------


    - Constraints are now data assets which can be shared across different rigs. This allows sharing same constraints across Animation Blueprints which share the same skeleton.
    - Constraint joints are now defined via the constraints themselves and not through a separate list in the Full Body IK node. This prevents confusion in associations while editing the constraints array.
    - Similarly effector joints are also now defined via effector arrays and not through the Full Body IK node itself
    - Bug fix : Crash when root joint not defined in the FullBody IK node.

    Also, here's a video showcasing the new improvements and also a special case setup as requested by pwsnow.



    Keep the feedback coming !

    Also, let me know if you are interested in purchasing via early access at this moment.

    Best,
    darkZ
    Last edited by darkZ; 03-28-2017 at 12:00 PM.

  26. #26
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    Finally there is a solution to handle all kind of ik stuff for a skeletal mesh with a single node in animation blueprint! Great job darkZ!

  27. #27
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    Thank you BurakShamansoft !

    Also, the plugin is now updated to work with both Blueprint and C++ based projects.

  28. #28
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    Looking forward to this (when I have time) for sure. Keep up the good work. Let us know if you're taking feature requests in the future.

  29. #29
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    Thank you. Glad to hear that.

    Just curious, what kind of feature have you been wanting ?

  30. #30
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    The plugin has now been updated to support version 4.10.0. All the registered customers who might need the updated version have been emailed the link to download the new version.

    Best,
    darkZ

  31. #31
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    I am making good progress on a new Biped IK algorithm implementation which should give better results i.e. less jittering and snapping. Also, due to the way constraints are handled in this algorithm, this is much faster than the previous implementation which although is more general, but a bit slower. The previous implementation can be used for non-bipedal characters, but this new one should produce desirable results for bipedal characters.

    Also, there are controls now as to how much should the body be effected by the movement of the end effectors.

    Once, all of this is resolved, the next update would focus on easy parenting of end effectors to other actors in the scene.



    Best,
    darkZ

  32. #32
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    Hi all,

    Based on your feedback I am currently implementing a system where world actors can be easily parented to end effectors of the IK system. This can be useful let's say you want to open a door and want the right/left hand to retarget to the location of the door knob, or in the case of VR, the end effectors can be parented to the actors driven via motion controllers.



    Best,
    darkZ

  33. #33
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    Working on performance improvements and multiple character support ! This is all running on my laptop.


  34. #34
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    Quote Originally Posted by darkZ View Post
    Working on performance improvements and multiple character support ! This is all running on my laptop.

    Hi dark, i thought for performance it might be worth to just enable certain body parts on average, such as the feets for the average mob which moves around and then the body only after collisions take place.

  35. #35
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    Hey, awesome stuff you got there.

    Though one question. Does it come with sources ? I'm using promoted builds from github, and need at least glue sources for any plugins, to be for any use for me. Otherwise they are simply incompatible on binary level.
    https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

  36. #36
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    Pretty cool progress. Suddenly thinking of Agent Smith. As far as feature requests go, what I had in mind was beyond the scope of an IK system, but certainly dependent on it. Things like blending with physics and special behavior while falling down, etc. Think Force Unleashed or Overgrowth. Active ragdolls with procedural motion, physics collisions instead of baked hit reaction animations(or at least the ability to modify baked animation). Don't know if you had multiplayer support in mind, but I was thinking of a system that transmits look at/reach targets to clients instead of complete ragdolls which I suspect would be too costly.

  37. #37
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    Quote Originally Posted by unit23 View Post
    Hi dark, i thought for performance it might be worth to just enable certain body parts on average, such as the feets for the average mob which moves around and then the body only after collisions take place.
    That is an interesting idea. There might be ways of doing this within the algorithm, but currently I don't do it yet. I will look into it after I release 0.3.

    Thanks !
    Last edited by darkZ; 11-28-2015 at 02:05 PM.

  38. #38
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    Quote Originally Posted by iniside View Post
    Hey, awesome stuff you got there.

    Though one question. Does it come with sources ? I'm using promoted builds from github, and need at least glue sources for any plugins, to be for any use for me. Otherwise they are simply incompatible on binary level.
    Thanks iniside !

    It comes with the glue sources. I know at least some people with source builds have been using it and haven't complained.

  39. #39
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    Quote Originally Posted by Xodroc View Post
    Pretty cool progress. Suddenly thinking of Agent Smith. As far as feature requests go, what I had in mind was beyond the scope of an IK system, but certainly dependent on it. Things like blending with physics and special behavior while falling down, etc. Think Force Unleashed or Overgrowth. Active ragdolls with procedural motion, physics collisions instead of baked hit reaction animations(or at least the ability to modify baked animation). Don't know if you had multiplayer support in mind, but I was thinking of a system that transmits look at/reach targets to clients instead of complete ragdolls which I suspect would be too costly.
    I definitely have plans for active ragdolls and such, however those are out of scope for this plugin in particular. These might be released as seperate plugin at first. However, much later I would like to integrate into one complete motion suite.
    Last edited by darkZ; 11-28-2015 at 02:09 PM.

  40. #40
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    Will it somehow possible to use this plugin in open source project? (so, I will pay for this, but I don't want modder to pay again)

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