BIK: Full Body IK Solver

Awesome thank you :slight_smile:

Working heads down on the 0.5 release which will also include an Aim IK solver node.

Small sneak peek :

Will it possible to include ApplyWorldOffset support? Should be quite easy, but required for most of the projects with big world.

Oh, that’s cool. I didn’t know UE4 doesn’t have IK out of the box (at least for legs).

Yes, it should be ! I am sorry about the delay with that feature, but this should be included with 0.5 as well. I remember your request :slight_smile: Thanks for all the wonderful feedback you provided thus far, I greatly appreciate it !

@ The aim IK solver looks great :slight_smile: I love to see your progress.

Great work . Really loving your plugin. AimIK is awesome. Can’t wait til you release 0.5.

Hey @ is this the technical preview for your paper?

I recognize the animation and step planning. Anymore previews for your upcoming version?

Hi there, i’ve only first now realized that you were the author of that step planning video. Nice work! Looks really amazing.

A few questions.
Can you blend via alpha values how much ie. a world effector influences the bonechain? To create custom target behaviors out of one animation?

do you still take beta test customers in?

Yes it is :slight_smile:

I am preparing for a siggraph demo for this paper while also parallely working on the IK system as it is all part of a single system. Keep tuned for more updates in the near future !

Thank you for your kind words !

Yes alpha values can be currently blended to influence the effect of effectors on the bonechain.

Can you please explain what do you mean by your second question ? Do you mean Aim behavior ? If yes, then this will be delivered with 0.5a currently under development.

Yes early access customers are very welcome, although I am considering ramping down the early access program in some time in the future.

Best,

Some questions: Is this available, or when will it be? Can it be run on Linux? Can it support humanoids that have double knee joints and double elbow joints? How about upper body aim offsets?

Really nice work so far.

This plugin really helps me , and author is very patient when i meet problem using plugin, IK Full Body plugin can almost achieve all u wanna to want .

Our team’s project is sword fighting , to use vive controller as sword to fight to each other , and get helped with this plugin.

Hopes u guys function will works as u want by using this plugin. :smiley:

It is available in early access at the moment yes.

This hasn’t been tested on Linux but will be in the near future.

I have tested it for characters with double knee/elbow joints and with the help of an additional rest pose which determines the normal direction of knee/elbow bend, desirable solutions can be achieved.

Look solver is available through a Preview build. It will be released in the 0.5 build once the workflow for its usage is a bit more polished.

The Preview build has also been updated for UE 4.12.2 at this point.

Best,

Great to hear things have been working out. Looking forward to your finished project and the results. Good luck !

Thanks for your feedback and kind words.

I’m interested in trying this. The UE4 native IK is rather weak and it doesn’t work with double joints at all. (The way the modeling program uses them is to assign stiffness to each member of the double joint so that the IK solution produces balanced deflections across it.) The reason I want to try this is because I have a code which is intended to work in conjunction with IK solvers. It dynamically translates and scales helper bones in the armature so that you don’t get the ugly creasing and folds in the mesh around the knees, elbows, and pelvic areas. The code was inserted into the engine and appears as a graphical node in the animation blueprint. Testing this with FK animations has shown good results. But I would like to try this with IK which is why I would like to get a copy of your IK solver for testing.

This is a video from the UE4 editor showing the dynamic helper node at work. The model is rather primitive, but it does show how well the helper node works. The helper bone nodes were added to the animation blueprint after the animation was applied. In this case, no IK was done. But the helper node doesn’t care how the skeleton was posed (IK or FK). It just considers where the bones are relative to each other and moves the helper bones as needed. There is some tweaking needed to get the best results. But it not hard to do.

Cool stuff ! Really interesting.

I was wondering though what do you exactly mean by double joints. In my understanding double joints are hyper-mobile joints ? But are you referring to something else ?

The double joints are when you use two hinges for the knees and elbows. There’s a short bone between them. It allows the arms and legs to fold against themselves without looking all wonky.

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I’m actually quite interested in the IK for double joints too.
I’ve done some time ago a rig for my two characters with double joints, but I gave up on them exactly because of IKs, that works only on default skeleton.
So, to not go too far from the standards, I did the double joints on top of default skeleton, but unfortunately animation compression causes the whole “twist bones chains” to pop out of the arms and legs sometimes especially when two animations blends…
See the video of the rig:
See how much it helps (no morphs, blend shapes or any quaternion skin used):
If we could have something similar like 3dsmax HI Solver inside of UE4, I would make limbs with one chain of bones hierarchy like Whammy did, and that would solve the popping problems for me.