BIK: Full Body IK Solver

Im using the system for mocap. when it comes to the hips and the head I am having some trouble.
Without a head effector, I have good hip action. THe hip effector is being driven by my motion trackers in the BP.
But with a regular effector on the head, nothing happens.
Now on the other hand, if I use a bhead and head effector I instantly get my head tracking. All good. But I loose my hips :frowning:

Any advice?

Hi, .
I am making a multiplayer game with UE4.15 BIK 0.7.1 sourcebuild. I need “Development Server” and “Shipping Server” lib files of BIK plugin for compiling and packaging the project.
Five days ago I sent a email to you for this.
Could you send these lib files to my email tplxm1009@163.com ?

,
Could I get a download link for the UE4.16 version ?

Hello there,

In upcoming 0.8.0 release you can do hope and head control simultaneously. Also now hips also have rotational control. I will post an update here when 0.8.0 is ready for release.

Best,

We hope to send you and update regarding this in the coming week. We have been quite caught up with the upcoming siggraph conference related work. Thank you for your patience.

I think I have sent a reply to your email now. If this wasn’t you can you email us again ? Thanks !

Hello.

I am trying to update per tick foot placement blend (sinking).
But SetChains with anything changed cause engine to crash…

Source Build 0.7.2

I know about blend in Animation Graph - but I want to blend foots and hands separately. I could run BIK twice in animation graph, but Layered Blend Per Bone supports only additive animations.
So, ideally for me - “Shoud Sink” sould be not boolean, but float instead.

This looks really promising. Is there an ETA for the release?

This plugin looks really great and would love to try the plugin. I sent an email and waiting for reply.

awesome great to hear, looking forward.

I’ll probably also need the dedicated server libs.

Trying the plugin for the first time.

I noticed that the 0.7.1, 4.15 isn’t working out the box for the VRCharacter with VRIKTestMap1.
I also tested v. 0.7.2 , in 4.16 which is working great out of the box with VRCharacter and VRIKTestMap1.

With 0.7.1 and 4.15 I get the error:

[BIK:IKChainSolver] Chain bone names are empty.

…and then the characters hands don’t follow the vrcontroller components.

Unfortunately I’m sort of locked on version 4.15 of the engine at the moment for various reasons.
Is there something I can do to remedy this from my end with 4.15? Somewhere I should add chain
bone names for the 4.15 version?

Edit: Via email to the same question, said to reset all the BIK components settings to default, and that fixed it for 4.15 version.

Wow. I came across this a long time ago - and I can see it came a long way since then! :slight_smile:

p.s. what about the tash-based locomotion ? Is that project still alive?

Hey ,

I made a copy of your VRCharacter in your Plugin Content, and attempted to swap it to use HTC Vive style room scale today, but ran into some snags.

I reorganized the end effectors like so:

… and then set the tracking origin to to floor level. This is a standard setup I had been using for Vive which had worked in other projects…

It is working, but somewhere there is a call to an Oculus style “Reset Orientation and Position” or “Reset Tracking Origin” to eye level as every time I launch the game, even if I’m sitting, the distance to the floor in VR looks as though I’m standing. I searched the entire project for either of those nodes and removed any calls to them, but it still does that oculus style reset to eye level. Is there a call in the code somewhere doing that?

Some other things I noticed.

I had to set the end effectors rotations to -90 Z rotation to match the skel. mesh. -90 Z rotation component space, before the hands were in the right spot in room scale, but after that it seems to work. Seems normal?

Something I’m not sure I’m right about… I got into a state where my end effectors weren’t updating with the updates i’d made in editor with ‘vr preview’, and removing ‘intermediate’ and ‘saved’ folders from the project and relaunching seemed to fix it. Is there some known issue like that?

Also what does setting the BIK component “calibrate” flag do exactly? It’s kind of cool that if my HMD was higher than my body it would correct my character size, and make me like a giant. Just curious what all it does to calculate scaling.

To answer my own drivel from above…

The issue was more with me not knowing that I didn’t need to use the BIKVRCharacter, and the BIKVRCamera for the end effectors to work… after rebasing the class to use just ‘Character’ as parent class and using regular camera instead of the BIKVRCamera… all the Vive room scale stuff worked perfectly with the IK end effectors, and was easy to set up. It also worked replicated across the network with vive tracker pucks for full body tracking too. Was way too easy to set up, and was surprised how quickly i got there.

One issue though. Even though I have the pelvis end effector weighted to 1 (also for rotation), it doesn’t seem to be moving the pelvis at all with my tracker attached around my waist, and i can see the tracker moving in VR… so the pelvis effector should be moving too as it’s a child of it. Is there an issue with the pelvis effector at the moment? Anything I can try there? Will try again tomorrow…

I take it BIKVRCharacter is intended to work eye level tracking origin only so no issues there… Was just me being confused about what to use.

Found the answer to my pelvis end effector not working in rasamaya’s question…
I’m also looking forward to your 0.8.0 release that will enable head and hips effectors to work together.

Thank you. We are working on the final set of features for 0.8.0. Once ready and tested, we will send out an email with details regarding the update. Also, 0.8.0 will come with documentation.

Thank you.

We are also working on Motion Composer, which is based on the task-based locomotion project and uses BIK.

Any chance for alpha for “should sink”? (See my post)

Anyone know if this conflicts with VR Expansion plugin, or can I can package just fine?