Waiting for 4.16 source build…
This will blow up once if this hits the marketplace.
Is there an eta on that btw?
Any 4.16 update coming soon?
Hi all,
I have now sent the 4.16 build to all users. If you have been inadvertently missed out please email me and I will rectify the situation.
Best,
Thanks
Version number is showing 0.5.0 in the plugins window using the launcher build.
I am Interrested in this Plugin and sent an E-Mail last week. But havent got any answer back.
Fixed now. I apologize for the goof up.
I just replied to an inquiry email which was missed earlier. If this wasn’t you, do you minding emailing again ? I apologize for the delay.
Thanks.
Best,
Sent again from my Private Address. Maybe my other one got snatched up by the Spam Filter.
Thanks for the Answer
Hello . I am interested in this plugin and sent an email. I hope to receive your reply soon
I mailed you a email a few days ago with a @madtriangles.com domain. Check if it went into spam, im interested on buying this addon for my next game.
I pm and emailed too, tossing moneys at the screen but nothing is happening. Looks awesome.
Just wanted to share, this plugin is amazing. Very well planned out and easy to use. I bought into the IKinema Indie and was disappointed when I realized you can’t package dedicated servers for multiplayer games at all since the plugin only supports binary builds, does not build with BP nativization activated, and has slow almost non existent support to solve these issues.
BIK just drops in as a component and has minimal blueprint requirements to get up and running.
This is absolutely the best solution for full body IK in UE4 right now and it’s not even officially out. I highly recommend indies buy into the current version and help support this author.
Hey guys, you might check out http://www.anomotion.com/ for a better email to use. @ usually gets back to me very quickly.
I apologize for the delay folks. We were traveling a bit right after E3. I think I have responded to you all now. Please reply to the email thread again, if I haven’t responded yet.
Thank you very much for the wonderful words of support. It means a lot ! Thanks all.
Totally agree, its looking good. I have it working well with Ragdoll/animation blending and motion capture inputs.
I would like to learn to tweak the foot placement a little better. I find going up a slope he floats a bit and going down a slope he sinks a bit. Any suggestions? I could try to make the “sink” attribute live and do some secondary raycasting, but was hoping for a better solution.
Thank you rasamaya.
This seems like a bug. We will address it in the next build after some investigation. Thanks.
This is the great plugin, i like it!
But:
1, It can not be packaged together with OpenVR plugin (VR Expansion Plugin - VR and AR Development - Unreal Engine Forums)
2, It can not be packaged together with DoN’s 3D-Pathfinding plugin
3, Crash, if I try to change the chains parameters in realtime, (Like ikinema foot contact, because it is necessary for my climbing system.) With the simple node:
LoginId:876e0aef402e4f87a774ddb4904794ba
EpicAccountId:8d5c605994dd460f9781fddf65e6e2c5
Access violation - code c0000005 (first/second chance not available)
UE4Editor_FullBodyIKPlugin!FIKCollisionResolver::CollideFeetWithGround() [c:\shailen\unrealprojects\buildplugin_l_4_16\plugins\animation\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\ikcollisionresolver.cpp:309]
UE4Editor_FullBodyIKPlugin!FBIKSolver::PreSolveCollisionResolvers() [c:\shailen\unrealprojects\buildplugin_l_4_16\plugins\animation\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\biksolver.cpp:683]
UE4Editor_FullBodyIKPlugin!FBIKSolver::Solve() [c:\shailen\unrealprojects\buildplugin_l_4_16\plugins\animation\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\biksolver.cpp:580]
UE4Editor_FullBodyIKPlugin!FAnimNode_BIK::EvaluateBoneTransforms() [c:\shailen\unrealprojects\buildplugin_l_4_16\plugins\animation\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\animnode_bik.cpp:136]
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
I believe it is better than IKINEMA, but it is currently a second project I can not deliver to customers because of these minor errors
Sorry my english :S
Hello there,
We will ensure that you can deliver as required. I am currently investigating the issue with OpenVR packaging.
Can you send me an example BP or a project with the crashes through email? I am currently working on some bug fixes for the next version and will include this in the list.
Best,
Update:
I created a blank project with the VRExpansion and BIK plugin and packaged with the IKTestMap as the startup map, however I can package correctly. If you can provide an example project which fails packaging via email I would really appreciate it.
Thank you for your answer, this is very good news!
If the clean project can be packed, later I can migrate the other code.
Of course, in case of complete rebuild, the problem still exists. I send an example. This is the case with the Don 3D-Pathfinding plugin.
But I’m glad the problem can be bypassed.
Would it be possible to kick off and turn on the foot Collision Resolver at runtime? Some events would require the game mechanics.
The solution I’m suggesting is not always wrong, but not stable, sometimes crashing. This is harder to reproduce, if you wish, I will also send a sample.
Thanks for your response, send the sample project.
Update:
Now it seems stable to adjust the foot trace vector when running while I do it before I finish the root motion animation. It can be used.
Crash happens when I reset the Z to exactly 1 at the end of the animation.
I think this can be a engine bug.