What is the approximate update cost (Milliseconds) for a fully rigged character as shown in your videos?
**Networking question: **
What is the best way to replicate VRBP6points character animation in blueprints?
I know that VRBP6points is the child of the VRBPcharacter. And VRBPcharacter already has the replication setup in C++. However, VRBP6points does not replicate. So, if you somehow managed to do that, please, share your BP setup.
Is it possible to control the chest independently?
I cannot get rid of this message:
The following modules are missing or built with a different engine version:
UE4Editor-FullBodyIKPlugin.dll
UE4Editor-FullBodyIKPluginEditor.dll
Would you like to rebuild them now?
I’ve replaced the build ID as directed, but no luck. I’ve told it to rebuild and it fails. I recompiled my project externally and it compiles OK, but the message persists. How to fix this?
What version of the engine and the plugin are you using?
Also, what particular engine build of the plugin are you using?
Have you tried clearing your Intermediate and Binaries folder both in your project and plugin dirs?
In the new solver we are releasing soon this should be possible.
Engine 4.19.2 / BIK v0.9.1
I’ve tried both the prebuilt source and prebuilt binary placing them in either the project dir or into the engine dir.
There is a new 0.9.2.Preview build available now. Do you face the same issue with this as well? There are 4.19 prebuilt versions in the folder.
The preview version fixed the problem. I just need to get the activation key.
Please contact via email for this.
I’m having trouble with the foot IK collision trace – they are taking place well behind the foot instead directly underneath the foot. Is there an offset setting to move where the traces takes place?
One other issue I ran into: I clicked on the ‘calibrate’ box in the BIK setup and the arms are now messed up. Unchecking the box doesn’t fix it. Is there a way to undo a calibration?
The best way of doing calibration at the moment is not to use the calibrate box but compute the global, arm and leg scale you want and specify them.
Is there a way to know when a foot has come into contact with the ground? (In other words, the foot IK scored a collision.)
I noticed that if you have an effector for the foot, the IK collision stops working even when the weight of the effector is 0. Is there a way to turn off the effector so that the IK foot collision works again?
BLook crashes the editor:
UE4Editor_FullBodyIKPlugin!UAimTargetComponent::Solve() [c:\users\david brown\appdata\local emp mpemp3p507\hostproject\plugins\fullbodyikplugin\source\fullbodyikplugin\private\components\aimtargetcomponent.cpp:39]
UE4Editor_FullBodyIKPlugin!FBLookSolver::PreSolve_Super() [c:\users\david brown\appdata\local emp mpemp3p507\hostproject\plugins\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\blooksolver.cpp:160]
UE4Editor_FullBodyIKPlugin!FBLookSolver::Solve() [c:\users\david brown\appdata\local emp mpemp3p507\hostproject\plugins\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\blooksolver.cpp:214]
UE4Editor_FullBodyIKPlugin!FAnimNode_BLook::EvaluateSkeletalControl_AnyThread() [c:\users\david brown\appdata\local emp mpemp3p507\hostproject\plugins\fullbodyikplugin\source\fullbodyikplugin\private\core\bonecontrollers\animnode_blook.cpp:126]
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I’m making an in game animation timeline so players can make and save their own animations. BIK has been great just a lot of work getting used to it. I’m looking forward to the next release. I’m just using UE4’s IK system for the fingers which seem to work ok.
how to buy , what is the price?I have sent my inquiry via Google Mail.
I recently sent an email regarding the licensing issue I’m had to contacts@anomotion.com. This is urgent for me and I haven’t got any responses in 3 days. Can anyone from the team reply to my email after seeing this post?
Apologies for the delay in this. We are quite held up by an upcoming external show. Responded and addressed your inquiry now.