Dragon.IK is an easy to use inverse kinematics plugin that can be used in a wide variety of skeletal rigs in your project. It is developed in C++ and it is usable as a plugin in any project .
Marketplace Link : https://www.unrealengine.com/marketp…rse-kinematics
It works on :
- Bipeds
- Quarupeds
- Spiders
- Snakes (In the latest update)
The IK tools can be used on humans and most animals such as dogs, chickens, bears,dragons , multi legged beasts ,scorpions,spiders,worms etc . Setting up the inverse kinematics in your animals can be done in just a few minutes as it is almost automatic and adapts to the type of rig with just a few parameters to change depending upon your game.
Keep your actual blueprint code clean and simple when you can just implement the ik using two animation blueprint nodes.
The major requirement expected from the skeletal mesh is they should have a linear single sequence of spine bones, while the limbs ultimately connect to this linear sequence of spine bones. A good example is how infinity blade characters are rigged.
Discord link for support : DragonIK Support
Demo showcase on quadrupeds,bipeds and spiders
Demo showcase on snakes
Tutorial Videos :