We have added new tools for creation of IKinema rigs directly in the Unreal Editor. We are also changing our business model for indie developers - IKinema binary plugin for PC and a specific Unreal release will be available for a fixed price of £90. No subscriptions or monthly payments! A single purchase will give you a perpetual license of IKinema middleware and rig creation utilities within Unreal Engine without the need for external tools. Maintenance and upgrades will be available for compatibility with future versions of Unreal.
Quick questions: From what I see you can add standard controls instead of fighting with the tedious joint picking each time…what about IK-FK switch? Possible? also, any current limitations compared to a rig created in Maya? I know that the answer could be long, but another video showing all the different things which can be done would be great.
Facial rig creation based on custom number of joints will be coming any time soon?
Price is quite good, in my opinion much better then monthly subscription
Thanks for your note; Just for clarification, this rig creation toolset is related to our IKinema rigs that are mostly used in in-game animation modification, for example foot placement, pointing weapons, look-at, reach, etc. This will not substitute the rigs that you use, say in Maya, to create animation assets. At least at that stage this is not our intention (to keyframe and generate animation within Unreal directly, although we are thinking about it …;).
So is this in a source code build only, as I just copied the plugin from the Launcher directory in Ikinema.zip to my c:\program files\epic games\4.9\Engine\Plugins and it shows up when I launch 4.9 but I dont see any options to create the Ikinema rig in the context menu when right clicking on a skeleton in the content browser?
Yes some of the nodes show up, but I dont think they all do. Like I dont see the foot placement solver under the Ikinema section, but then again that might be because there is no IK skeleton in the assets
This new Rig Editor was distributed to clients that have licensed the full engine.
We will be launching shortly (mid/end November) this functionalities to small and indie studios to replace our current subscription model. The middle-ware will be licensed on an one-off small fee for a given binary version of Unreal.
Hi guys, IKinema is a runtime full-body IK animation middleware, which has nothing to do with weight-painting, just making sure we differentiate on this.
Hi, I recently received a mail with promotion discount for a couple of days and i’m interested. But have some questions:
How often the new “not free” updates at £30, will be released?
Do you have any road-map?
How much cost the non indie runtime for those who reach the 80k indie limit? I cant find the price.
this is a question with probably an obvious answer (sorry, programer with little art skills). I need place my characters hands on a weapon mesh and keep them in a correct place, can i do this with runtime-indie right?
Do you have a video or documentations explaining how to do this with runtime-indie?