IKinema now available in UE4 for $19,99/month for movie like procedural animation

I’m trialing this right now. is interesting, albeit a little crashy.

What I am trying to do is get a procedural IK setup working for VR arms. Using the PS Move, I want to feed in location/rotation data for the hand, and move the shoulder, elbow, arms, hands, etc accordingly.

I have it sorta working with Fabrik, but the local to world to component space stuff annoys me, so I decided to try Ikinema. I am using the existing prototype skeleton that comes with Ue4.

So far, I can’t get the skeleton rigged right in . All of the documentation or examples are either not-applicable, or in the case of the scorpion sample, so specifically limited that they don’t answer any of the questions. The bone-chain for the tail is naturally limited just by how it’s assembled. There’s no question as to whether the wrist or elbow need to move accordingly.

Existing documentation also seems to be lacking since it mostly covers retargeting or adapting animations. Is this something Ikinema can do, and if so, How do I get this to work?

On a positive note, the Ue4 runtime side looks nice, I just don’t know where to start to get it working.

TLDR - Want to use Ikinema for VR arms/head movements. No documentation, and can’t get it to work.