BIK: Full Body IK Solver

Just a couple more tweaks and then I should be able to send out a 0.5a Preview 2 version out to you noobsaibot !

Aumaan Anubis, glad you like it !

Fixing the case where it is tricky to decide whether to keep the leg (the one which doesn’t lie completely on the stairs) floating in the air. This should happen when you are too high up on the stairs and it doesn’t make sense to step on the ground as ground is too far away.
However when you are closer to the ground which is when you should actually step on the ground.

I wanted such cases handled elegantly and not in a case-specific manner, which was a bit tricky to setup. Hope it works out fine when you guys test it out.

Here’s a video of it in action. You can set the speed for the transitions and interpolations between various collisions in the BIKComponent.

I was thinking of this very scenario for quite a while, I have an idea but I’m not sure how feasible it is:

> What if you made it so the foot never goes off high ledges, as if the ledge were a “wall” blocking the foot from slipping off. Not until both feet go over the ledge.

> If each foot reacted to ledges like blocking walls, and simply pressed against them without slipping off, there would be no more “hovering foot”. They would only go off if the character is about to fall, then the “ledge block” becomes disabled to allow the feet to finally go air borne.

Is any of this possible?
(the new video looks great by the way!)

Hmm interesting, perhaps it is possible. I will see if I can implement it in the future. But it will have to be for a post 0.5a release as I need to get 0.5a into hands of the current customers ASAP.

Best,

One thing you could maybe do as an option is give a callback for the “one-foot-hanging” case, so that we can make the character fall over :smiley:

That is a good idea, I will put that in my todo list.

LOL imagine playing a game like that.

If one of the player’s feet is hovering off the edge for x amount of seconds, trigger fall (or rag doll)
I would laugh hysterically seeing that happen, players would literally have to watch their step XD

ehem…

But I’m assuming that you mean that the character just drops to the next level if one foot hangs off the edge a lot, correct?

I actually meant the first way you’re envisioning it, though if it’s set up with a callback you could do it either way I suppose.

I implemented a system like this (with IK and “walking on raycasts”) for work some years back, and we used the first method, where we’d just set the character to falling (so it’d just go down to the next level).

I personally want to do it the other way where it overbalances based on the center of gravity and makes you ragdoll.

I have to play this game! XD

I think if you can detect the foot is hovering, one approach would be to pull the leg up a bit and pitch the foot forward like it was being held in the air. Maybe even shift the other foot towards the center a bit so the weight distribution looked right. Just another option.

All good suggestions, however, doing simple interpolations for large scale movements don’t always look great. I would rather leave the implementation for that part to the end user where they can be notified of such a event by the plugin. The user can then choose to play a special animation which does what you describe. My point is, doing something like this requires a special animation to be handled correctly.

Using currently it in my project for foot placement - working really good. Hope to use it for hand/gun collision later.

Hey there. I tried the latest preview you just sent out and my sinking behavior has been resolved but there’s a new issue. Going up stairs is fine, but going down fails. I get mangled joint angles and they seem to compound over time. If I go up and then down again I get larger and larger offsets. Here’s a gif, little large so I just linked it instead of embedding. My camera is parented to my player character head. Again I know this is a wip so no big deal I just thought it might help to show my issues.

Strange, I have not noticed this behavior so far. Can you send me the setup by email so that I can investigate ? Seems like some transforms for the end effectors are being incorrectly setup from what I can tell from the GIF.

This is how it looks in my test. So I might need more information about your particular character setup you are using.

I’m e-mailing ya too :smiley: Hope this can be out soon, looks amazing.

@ - do you have an update for 4.11.1? :slight_smile:

I can provide the current WIP for Preview 3 0.5a built for 4.11.1 however I am currently working on the final Preview 3 for 0.5a which will have lot of improvements over the past iterations and some changes in layouts.

The current WIP would be awesome :slight_smile: I’m just trying to get onto 4.11 since it has so many perf improvements for VR over 4.10.

I have sent it to you now. I will keep working on Preview 3 / final 0.5a in the meanwhile.

Best,