I am happy to say that V0.6a for the BIK plugin is now released.
**0.6.0 Changelist
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**Added HeadEffector
Arms now have clavicle solving with clavicle joint limits
Fixed incorrect solving in shoulders and hips when solving for extreme poses
Updated for UE 4.13.1
Thank you ! Can you please email [EMAIL=“”] and I can send you all the details. @motorsep, thank you as well. Is there any reason why the plugin shouldn’t be compatible already ? I haven’t tested it personally yet though.
He is developing his own IK/FK system and I am not really sure if it’ just for animation only (animation tool) or is it for runtime interaction (to my understanding your system is for runtime interaction only, and animators wouldn’t be able to take advantage of it while animating inside UE4).
We have a general Full body IK solver which performs full solves allowing richer interactions such as pulling the entire character (pelvis included) by pulling an arm. Elbows and knees have special joint constrains preventing them from acting unnaturally. This is especially useful for VR based interactions. We now also have joint limits in certain other crucial parts of the character such as clavicles for better poses. Also, due to the nature of this system it can be easily extended to other character morphologies (quadrupeds, for example) as well which will be demonstrated in upcoming versions.
Since the effectors can be any actors, those can be animated in sequencer for direct animation control in the editor, however this is something I haven’t explored in too much depth.
First of all it looks really great :).
I am concidering buying this plugin but I need more informations on how to get it working.
I guess it’s possible to use animations and use the IK? I mean having the character still being controled by an animation graph while having this IK system setup
Would that work with full body first person?
If yes how hard would it be to setup?
Can I use this Ik system to make the character put his hands (both on different surfaces) on the surronding environment?
“Projects/SampleProject/Plugins/Animation/FullBodyIKPlugin/Binaries/Win64/UE4Editor-FullBodyIKPlugin.dll’ because the file couldn’t be loaded by the OS.”
Note that the editor was built from the git source code and has some minor changes mostly to the AActor class (added some new replicated variables). The editor and project was recompiled with the new plug-in installed.
Was I supposed to install both SourceBuild and the LauncherBuild? They look identical.
It does look like it was a version problem. I updated the editor from 4.12.5 to 4.13.2 and the crashing described above has stopped. But now I’m seeing a new issue, though I’m not sure if it really is an issue.
The editor I’m using is built from the Git source code and has a few modifications to it. It compiles and runs just fine and I can open my projects with it just fine. But unpleasant things seem to happen when the plugin is installed. For reasons I don’t understand, with the plugin installed, any changes made to my project files seem to be causing VS to rebuild the entire engine and then some (5,734 tasks). This is taking an hour and a half on a system that can rebuild a fresh download of the editor in under 30 minutes. I would really like to put a stop to that behavior.
Ah, that’s a good catch and I apologize. I think this is caused due to the fact that I built the plugin with Unity build disabled and your project might have that feature enabled. For future source builds I will generate the binaries with “Build with Unity” enabled and I think that should resolve your issue.
The plugin doesn’t seem to be usable right now. It makes my projects very difficult to build. When they do build, using the launcher to open the project produces the ‘different version’ error. Rebuild, wash, rinse. repeat.
It seems to be a bug specific to your project and I would be happy to help you investigate if you can provide me some more details about your project via email if you would prefer. I have successfully worked on source builds and can report that there are others who have managed to do that as well. Can you please provide me with some more specific details about your project in email so that I can reproduce the error and then hopefully resolve the issue ?
I just tested again, and I can’t recreate the error. I should ask again, are you sure you are using the version 0.6.1 (source build) of the plugin built for UE4.13.2 (github) build ? Perhaps you can share the engine changes you have made (email, if you prefer) and I can try to see if some of them could be causing an issue ?
I think I got the plugin problem sorted out. The original problem seems to have been because I was using 4.12.5 which the plugin didn’t like. So I migrated my project to 4.13.2. That fixed the dll entry point problem, but created build issues when the plugin was present. In short, deleting the intermediate directory, regenerating the project files once again, and doing a full rebuild seems to have cleared things up. I still have a migration issue to resolve. But it’s nothing to do with the BIK plugin as far as I can tell. I’m looking forward to giving it a try.
**** EDIT:
I take that back. I fixed the migration issue and my project now works under 4.13.2. However, installing the BIK plugin is continuing to cause major headaches for the build system.
I just built a new project custom source build using Nvidia’s game work branch and I can’t recreate your issue. If you can provide me specifics then I will be able to look into what exact change is causing this issue. I can’t help without specific repro steps or specifics of what’s broken…
There really isn’t any specifics. Build the editor, install the source plugin, build project (5800 tasks for some reason, should be only 90 or so), run resulting code, crash. Plugin version 0.6.1, Git source build (release loaded two days ago) 4.13.2.
Actually, I have a theory which you can try to replicate. As pointed out, I have a modified build of the UE4 engine. The changes included a couple of AnimNodes to handle 3-bone IK. But the change I’m really starting to wonder about is the modifications to AActor.h mentioned in the first post. The changes to AActor.h include a new replicated variable and a pair of virtual methods:
[FONT=Lucida Console]// Extensions to base actor class
UPROPERTY(EditAnywhere, Category = GameExtensions)
uint8 Actor_Team;
There is one other mod to ActorReplication.cpp which adds replication to Actor_Team. Right now I’m thinking that the changes to AActor are not getting along with the pre-built plugin based on the assumption that the plugin is using a different flavor of AActor.
That’s very helpful, thanks. I will give it a shot. However, would it be possible for you to email me ([EMAIL=“”]) your entire engine changes diff files so that I can see exactly what is going on with your build unless you don’t want to share them for some reason. Thanks !
Also, I am going to release the glue source code for the classes that use UE4 headers in the future, then that should prevent these kind of issues from arising.