Foot placement / loco node (full body) for humans and creatures available by IKinema

Hey Guys,

Due to many requests, we have now added to our toolset an easy to use, drag and drop, full body foot placement node
for humans and creatures. No VIM or C++ programming required, just animation input and IKinema rig. This is a short preview
and a tutorial video

Drop any questions here or on our forum;

Greetings from IKinema team!

So I notice you’re letting the skinned mesh for the characters fall below the capsule collision, I assume to fix the problem where the capsule hits, stops the character mesh, and the feet don’t meet the ground.

My question is how you’ve got that set up (to let the skinned mesh fall below the capsule) and what you’re using to determine when to stop the skinned mesh from falling.

If you don’t mind sharing, that is.

Looks really good! Are you blending in lean animations and such for the elephant, when it’s on steep up/down slopes?

Hi,
There is no blending or anything - just the idle pose, one aniamtion - we do the full body solve and produce the pose procedurally.

We monitor floor level and constantly adapt the body to stay on it.

Enjoy

Can this be used to make a better wheeled or legged vehicle?

Hi
Yes you can create a rig to emulate suspension with IKinema and use the same approach. We have done this in the past, will check whether I can find some references…

Thanks.

Could you also post a link to a demo video where IKinema is used for wheeled and legged vehicles?

This looks very promising. I may re-think my plans to do all the animation in MotionBuilder. I have characters, props and vehicles(tracked) that need rigging and animation. If Ikinema saves me very much time it will be well worth it.