BIK: Full Body IK Solver

  1. and 2) : It is 100% realtime, currently I have only tested it for about 10-20 characters, but I suspect it should definitely work with more as I am on pretty low end hardware at the moment. Also, I haven’t had the chance to test with more characters so far. But this will be done soon.
  2. For small Indie teams the pricing is USD 99.99. Please contact [EMAIL=“”] for more pricing details to determine which license type suits your needs the best.
  3. This is a C++ only version. But works with both Blueprint and C++ based projects. Keep in mind this is a binary release.

Let me know if you have any more questions.

@ - Thanks once again for fixing the BIK component to support transforms, and so quickly too :smiley:

It may have gotten lost so I’ll mention again, I’d love to have a component based version of the Effector class.

Right now it seems like I can work around it by just adding the Effectors as a Child Actor then setting them into the BIK component’s effort list on begin play.

hi ! what’s the current version of the plugin? I got a 0.3 alpha link from you before the holidays. is .3 released yet?

I will work on this in the next update along with collisions and walking on uneven terrain. Thanks for the feedback.

Hello btengelh,

I have emailed you the latest version. There’s another major improvement coming soon, so if you can wait upgrading and the current version is working out for now I would hold off on upgrading.

Cheers,

Where i can download this it look awesome !

For small Indie teams the pricing is USD 99.99. Please contact [EMAIL=“”] for more pricing details to determine which license type suits your needs the best.

Preview of some new features with the incoming update :

The update will allow for native and easy to use collision support for various end effectors. This will allow for use cases such as walking on uneven ground, stairs etc. This will also allow for the collision of VR controlled end effectors with world objects.

Just a heads up bud, you can’t link images from your Gmail like that :stuck_out_tongue: Rehost on Imgur or somewhere first.


Also I’m curious about the status of AimIK? I recall seeing you mentioned it before.

Awesome work as always! :smiley:

Sorry about that ! Fixed the image now. I am not sure if that will update the quoted text in your message as well…

Re. AimIK, it will come with a later update after this current one. The current plan is as follows : Collisions for world objects, Component version of Effector class, IK for limbs for better and faster convergence <-> AimIK, smart foot placement.

Best,

I have started updating the plan in a trello board : Trello

It will evolve more with time and as development proceeds.

hmm, I wanted to know how’s this Different form the FABRIK in UE4? Are there some additional or different features?

  1. I believe FABRIK in UE4 only handles straight chains i.e. not a tree hierarchy of joints (need to double check this) and does not handle joint limits or joint type (hinge for knees and elbows) constraints which is actually the difficult part to get right and very important for any character.

  2. This allows your hands or legs to “pull” your body in the desired direction. Imagine having to bend down to lift a box or bend forward to reach a door knob. These situations “just” work with no additional setup with this plugin.

  3. The solutions implemented here are much more stable than FABRIK with joint limits ( which actually is also included as part of the plugin, btw :)). Although this hasn’t been updated in some time. There is quite a bit of jittering in FABRIK as can also be seen in the video in the latest updated paper published by the authors.

  4. Also, the smart procedural footstepping will be included as a future update as per (Video : https://youtu.be/DZU5iP5u8U8 , Roadmap : Trello)

These are some of the advantages from the top of my head.

Regarding #1 - I believe that’s correct about FABRIK.

Also, awesome update plan :smiley: Can’t wait.

Thanks for letting me know.

Another update (now feet reacts correctly to slope changes)

Woot! Looks awesome! Can’t wait to play with it :smiley:

Just implementing a few more things and making sure things are working well before finally releasing it.

Another example in the meanwhile

  1. Can we define how far up the chain the IK effects, and how strong the effect is for each bone in the chain? (In your walking example, I would like to have the character lean their upper body forward when climbing a steep slope, and lean backwards when walking down it) And have the pelvis partially shift in height as the knees raise?
    1. Is there a way to (or plans to) place effectors with precision? (enter exact co-ordinance, world space, or relative to affected bone, or snap to bone-root or bone-tail)
    1. For the collision support example: will there be a way to interpolate to the new foot position? (to simulate the character lifting their foot up)

Have an idea for you (and feature request).

Currently it is not possible to use root motion animations in MP game in UE4. And many people uses in-place animations anyway. Because of not perfectly matching in blendscape + replication issues (player position replicated to not exact location) player see some kind of floating character. Not much, but floating. It is possible to fix using IK (sync foot floating/position with actual characted mesh movement).

Will this work with terrain or only with objects?