Does this plugin work with promoted branch from github ?
I’m developing using promoted branch, and quite frankly would be interested in this, if it works on it.
I am finalizing some things for the 0.4 release. But after that I will take a look into this. Although I highly suspect that it would work with a promoted branch as the binary I would provide will mismatch with the engine version you would be at…
@ - here’s an image to illustrate the problem we were talking about on the previous page. Sorry for the delay!
So this is how it’s supposed to work - if you put a static mesh (“goremesh” in this screenshot) as a child of the BIK component, and then select the static mesh and click the little magnifying glass under “Parent Socket”, the list with the bones in the skeleton, which is shown in the screenshot, simply doesn’t pop up.
Thanks for the description !
I think this issue will be resolved in the next update as BIK is going to use separate Skeletal mesh components instead of using Skeletal Meshes from within itself. So you can continue to use the standard UE4 Skeletal Mesh components for your characters and BIK will look for it in your character to use for its own purposes.
I am just fixing a few more bugs I recently noticed and then 0.4 should be out soon !
Best,
That sounds like it should indeed fix it. Awesome work
Hi all,
I am in the final stages of implementation for 0.4. Please find a sneak peek in the following video.
I am using IK to position the two hands for the player character. Collisions with ground, which includes static meshes, BSPs and terrain objects, is enabled for feet. Similarly collision is enable for hands for some objects such as a the blue panel in the center of the map. The plugin will have more optimizations in the future, but it can already handle hundreds of characters all using the IK in real time. I am using an antique first generation core i5 (6 years old PC) with NVidia GTX 670 for recording this demo just to give you an idea.
After a couple more fixes, I will record some tutorials and then it will be ready for testing/use for existing and new customers !
Best,
Looks really nice! Regaring hand collison - is it possible to implement gun collisions this way easily?
It should be. I will look into that in a future update Added the request to the trello board. Trello
Hm… Can’t see card… Also, think about ability to rest weapon and IK (common case).
Hi all,
The preparations for the first release for v0.4 are now complete !
Changelog v0.4 Alpha
Limb and Spine Solver for stable and performant control.
Componented Effector class.
Collision control for hands and feet.
Use of default Skeletal Mesh Component by BIK component.
Quick start tutorial :
Existing customers have been emailed the link to the latest build.
Thank you for all your help and support. Much appreciated !
Hm. Wouldn’t it be possible to provide headers, libs and full sources for glue code ? With libs and glue we should be able to just recompile on any engine version, and glue code, could be used to resolve any potential incompatibilties when API drastically changes.
Looks really cool. One thing I want to request - ability to specify actor to use collision from. So, for example, I want to have collision setup for hand, but collision should work for gun, attached to that hand.
So, collision of gun causes hand to respond.
+1 for glue code. You could provide all math-related code in some static library.
This looks great. Is there networking support?
Regarding, separate lib file + glue code, yes I should do that. But that’s a bit of refactoring work. So I don’t have an ETA on that yet. But that’s something I have started looking into seriously. The code base has become extremely huge at this point already and it will be a significant undertaking with at least a week or two of work.
There is no networking support currently, but it is planned for future updates.
But… Why we need separate support for networking? Because animations are played locally on client…
Tested it yesterday with the Mixamo Mesh and Rigged Skeleton.
and what can i say? ITS ****ING AWESOME :P.
Its realy easy to implement the Version 0.4 and make Characters IK.
Thanks for this nice Plugin :). Great work.
best wishes
inZane
I haven’t really tested multiplayer at this point. You could be right that there’s no need for any special implementation, but I will officially make that claim after I have ran some tests.
Happy to hear things are working well ! Thanks for all your patience and support !
Best,
I think the main issue there is that right now you’d have to do something hackish to make it replicate - e.g., set the position/rotation of effectors on tick or something, and then replicate those variables. That said, if the component itself replicates, that should (maybe?) work.
Which shouldn’t be terribly hard to do, but more on this in a bit. Currently I am working on setting up the website and moving some of the functionality to external lib/dll to allow for source access.