Could you send me an email to remind me ? I will send you a link to a template which uses sets up my character for basic VR usage and a latest build of the plugin which I am currently working on.
@ - Sent!
Hey just wondering about an update. The AimIK would be awesome to have.
Hi all,
Version 0.5 is being prepared for release.
Changelist
Effector Rotation
Pole Constraints
Look Solver/AimIK
More streamlined character setup. IK is now setup using the BIK Component instead via the BIK AnimNode. This is also true for BLook (AimIK)
Better response on collisions with the world
The quick start tutorial for this version can be found here :
And here’s a WIP video for its use for a VR controller :
There are some things which had been pushed to verson 0.6a such as full quadruped support and set world origin.
Best,
Here’s a gif of my progress with the plugin, was easy to set up with the default skeleton. Would also like to point out how fast the dev responds to emails, he cares about his product and those of us who use it.
Full body IK with smart locomotion logic! Thats very cool! I am pretty sure that you can bake it to an animation asset, than tweak the animation with allright rig a little bit, and receive a nice animation quality for your cinematic in Unreal without motion capture! Awesome work!
i took a look at this project roadmap , and it seems that the task based locomotion is getting spun off into its own thing , it would be much better to have it integrated with bik as if both were the same , even if we had to pay for two plugins separatedly , since i think it would allow for interesting features such as an npc slightly backtracking or sidestepping to complement its aiming or characters receiving or grabbing objects while moving ; without having to deal with to separate systems to achieve it , it also makes sense , since task based locomotion requires ik .
Thanks Alexander ! Your rig is looking good too ! Looking forward to your face rig, that would be pretty awesome.
Hi deigor,
Yes, you are correct in that the smart locomotion would benefit from BIK. And this is how it will be packaged once and when it is available for public testing. However, some folks wanting to just use BIK would also have the choice of getting just that, which is what is currently available in early access. The smart locomotion (BMove) is being worked upon currently.
Best,
Hi ,
The plugin is impressive. When will you add support for PS4?
What happened to 0.5 release? Been a while since an update. Will this get Linux support?
Hi Whammy,
Are you an existing customer ? I have already sent out the 0.5 release to all existing customers. There is no linux support at the moment.
Hi Jerry,
Thanks a lot. However, currently PS4 is not supported unfortunately. Linux and Mac support will happen before console support given the developmental effort required for the support.
Best,
There has been quite a bit of work going into support features to allow for good VR controller setups. Clavicle solving is really important to get nice looking shoulders. I am happy to report that I have now joint limits properly working for clavicles and it looks great in VR.
This will also come 4.13.1 support very soon.
Best,
Woot, this looks great! This is exactly what I needed.
This looks like a very nice improvement, any other updates or tweaks coming in this version?
Thanks !
There is also now a head effector which can control either the full body or just the spine from head to the pelvis depending on the fact if the pelvis effector is being used or not. This is both useful for VR and other applications.
Not a customer yet. I was thinking that 0.5 was going to be a public release. I would love to try this, but I can’t because I’m a Linux shop which is why I was asking about Linux support.
The plugin is still in early access currently, I will post here once I get around to working on Linux support. Thank you for your interest !