I’ve been toying with the double joint problem and it looks like there’s a simple relationship that allows the double joint to be modeled as a single joint which allows the IK solver to work. It’s then trivial to convert back to a double joint without affecting the IK solution. (This assumes I didn’t mess up my math.) The trick should work with CCD solvers without any special issues.
I’m going to play with this idea some more. Right now, I’m trying to figure out a quick way to deal with leg twisting and how to integrate poll targets into the IK solver.
Yes, you would solve for double joins by transforming the double joints to a single joint and then project the results back to double joints after solving for IK.
However, I haven’t yet tested these kind of setups so far unfortunately.
Very interesting plugin! Couple questions: does this require your project to be C++ or can it work as blueprint only? How easy would this be to setup to hold a weapon and move a single hand according to a specified grip point on the weapon mesh? And lastly (for now ) how can a person go about getting the plugin?
Since Anomotion is travelling, I want to know if I have the luck someone can give me a hint about using BIK:
I want to use BIK to reproduce the pose of one player in our HTC Vive game. At current step, I want to use the HTC Vive HMD (a HeadMesh component) to locate the skeletal mesh (represent for the player);
The BP is quite simple, I get the world location of the HMD, and set to the world location of the skeletal mesh;
But When I moved the HMD to left or right (only change the X coordinate), the skeletal mesh not only moved to left and right, but also to forward and backward, it’s very odd.
I tried many options, finally I found if I disabled IK in BIK settings, the skeletal mesh moved fine (only to left and right), but if I disabled IK, how can I still use BIK as before?
Hello, I purchased the plugin and I am using the Kubold Animset pro animations. The legs move in the idle animation and with this plugin when in idle state character bends in his knees when standing on a flat surface. Is there a way to fix it? So the knees won’t bend?
So I am fairly noob to game development, so lemme get this straight. With this I wont have to animate walking anymore? All I need is a rigged skeleton, with the IK properly set up, and basically tell it which direction to move and it figures out where to place the feet for me? If so HOOK ME UP!!! This is where I struggle the most lol
It is a bit hard to say currently as there is a lot of exciting development going on there. I will post an update once there’s some form of a concrete timeline.
Working on making both the look and the limb IK solver more streamlined. The following has been setup using just the standard UE4 idle pose animation entirely using the BIK plugin for both hands and the aim. Please note that you would still need to provide a good finger pose externally.
I see you’ve got a Vive controller model sitting there. Are you planning on doing a “VR rig” like IKinema has at all? I know that can be set up manually as well (though for some reason I have an issue with the height offset when using it on the Vive, where the mesh ends up underground), just curious
Haha good eye. Yes I am working on a VR rig. I just had my supervisor order a Vive and should have it delivered by the end week which is when I will really start getting into it. Currently I am having people test things out for me.