BIK: Full Body IK Solver

It will not work probably. CharacterMovementComponent is shown little different position/speed on each client because of smoothing and other interpolation. Animations is not thing to be replicated - you need replicate values, which affect animations.

I don’t think here the idea was to replicate CharacterMovementComponent. What we meant was to replicate the EffectorComponent and BIKComponent which carry information about solving for IK on the client side.

I just found out about this plugin. Am I right this is pretty much the only full body IK project around for UE4?

Is there a website or something for info on pricing, features etc.?

There are other solutions but this will come with smart controllers designed for easy drag and drop use in Indie Games. Please contact [EMAIL=“”] as the website is still under construction. Sorry about the delay.

@ - I don’t think I got the 0.4 update email, mind resending? :slight_smile:

Hi n00854180t !

Sorry about the mixup ! There was a bug in my mailing list. Just fixed it, and sent you the email.

Best,

Thank you! :slight_smile:

What is the difference with Ikinema 99$ plugin ?

I am testing BIK 0.4 atm, only issue i found is that you shouldn’t mess with the “ball” bones, then UE 4.10.4 crashes, using a Fuse character.

Can you send me some more information over email regarding what is your character hierarchy and what exactly are the steps needed to repro the crash to allow me to investigate ? If you can share the character setup at all that would greatly help. I will keep all that information private. Many thanks !

Best,

I’m seeing a curious “squatting” effect happening with the characters in your videos. The character’s knees are bent at all times and are never full extended, like the hips rest position is lower in idle than it is during running animations.

Are we able to change this behavior for our characters?

Actually that was a bug in 0.4 and has been resolved in a preview version for 0.5

Best,

That’s good to know, :smiley:

I also hope to see more video updates soon :slight_smile:

I’m getting a sinking behavior. My character’s pelvis sometimes just falls all the way to the floor. I followed your video tutorial but applied it to my own project. Maybe it’s related to the squatting issue above. At any rate, I understand this is a work in progress and I look forward to any updates. Please keep us posted.

Can you send me an email, I will send you a link to 0.5 preview to test later today.

Best,

Also, included in 0.5a preview and later in 0.5a release will be a full support for footstepping adjustments while moving and standing.


(Thanks to nkey for sharing the character and controller setup shown above)

Best,

That looks really really good! :smiley:

Thanks man !

Here’s another update :

Basically, when collision or sinking conditions change the end effectors now do smooth transitions even when the transitions are abrupt such as those in this stairs or the ledge (?) example.

Looks so good man! Can’t wait to play with it.

OMG! It looks exactly how I want to set up my character! :smiley:

Ok, I’ll be setting some money aside for this plug-in now, I’m convinced this has nearly everything I need from it.