Is the glue code to make this plugin work, with promoted/master branches available ?
Purchased for being easy to use and the fact that you’re based in Surrey
Just one request, amp up the number of UE4 tutorials on your YT channel. Cannot wait to get stuck in.
I second that! Great product and more tutorials will be very beneficial!
Warning: Image heavy response inbound. All your bandwidths are belong to me!
I figured I’d post some of my progress since we recently began replacing our previous IK solution with Ikinema. I’ve been quite happy with this purchase. There has been a bit of a learning curve but the tutorial videos and sample project has certainly helped lessen it. I am having a bit of an issue with the foot placement though. It’s great about 90% of the time but when I get too close to some objects like the collision pill for our foliage, the legs get twisted up and the character drops down. Is there an easy way to correct this behavior?
I followed the recent tutorial video to set this up. Here’s the non-bugged out results:
Spiral Stairs (doesn’t climb them one at a time but this is a minor issue due to unique shape/size of steps)
Here’s some of my other progress with the Ikinema integration:
Hand Task Testing
Hand Task - Object Interaction
Hand Task - Orientation (pitch control of flashlight)
Hand Task - Arrest / Hands-Up (still tweaking target values)
Look At Task
Hi ,
First of all, let me tell you that the game looks impressive and it seems that you have mastered the tools quite quickly hehe
We do line traces from the foot locations and it seems the collision channel of the foliage gets hit rather than the ground. In the details tab of the node, there is a debug draw flag, can you show us the results when this is enabled. This should draw sphere in the location of the animation, collision and the final task. seeing this output will help us come with a solution for this .
Thanks, and keep up the good work
Hi guys,
We have added a tutorial on foot placement for quadrupeds; The demo pack is also available for download form a link in the description
Great work reported in this thread :)!
Hi guys,
Just wanted to let you know, we have released initial support for 4.11 Preview3 for GitHub builds of the engine. you can get download these from the IKinema website.
This is currently tested against preview3 only, and it appears to work. However, please let us know if you experience any issues slipped by.
Hi, everyone
We’ve recently purchased a couple of licenses and so far we’ve been able to setup only foot placement and look at tasks. The main issue is getting hands weilded to a current weapon with the proper offset. So far it just doesn’t work and we can’t pinpoint the problem. The hand placement simply doesn’t change whenever we try to connect nodes to “handle offset” input. Can anyone help us on getting this stuff done?
Thank you in advance
I’m digging in to this and really enjoying it!
Though im wondering, how do you suppose the performance compares to something like say Human IK?
Thanks,
I’m digging in to this and really enjoying it!
Though im wondering, how do you suppose the performance compares to something like say Human IK?
Thanks,
[/QUOTE]
Not sure about other products, but a typical IKinema human rig (pointing, foot placement, etc.) would be below 0.15ms (one core) on a typcial PC, PS4 or XBoxOne.
Hi Roland,
Can you share with us some of your blueprint setup just to see how we can help? Also, did you have a chance to see this tutorial
Hi
As for the tutorial - yes, we’ve seen it. It’s pretty much useless for us since we’re using the completely different attach weapon method, but the overall idea is the same - get an offset between hands and feed it to the solver node. But i’ve noticed one thing while looking through it now - is the slot socket name “Weapon” is hardcoded into solver node? Because if yes then it would explain why we can’t get it to work - our sockets are named in a different way
And also - is being a child of the player is a crucial thing for a weapon component?
Hi Roland_Price,
No it is not hardcoded inside the solver node, nor it is a requirement to have it as a child of the player
Do you have these two options set up correctly?
Yes, these are set to left and right hands bones. Setting manually handle offset also changes nothing
Can you post a screenshot of the AnimBlueprint?
It’s pretty much like this
UPD: when trying to select bones different from the hand_l and hand_r the whole editor crashes with 100% reproduce
Can you set the LookAt Alpha value to 1 please when testing :). Setting it to zero will disable the look at completely.
Also, is the problem in the offsets or the fact that there is no movement at all.
Yes, we’re setting look at alpha by the bool variable “Aiming”, it’s just disconnected currently, sorry
The problem is that the left hand misses the handle by the changing value and it’s not locked like when using the UE4 built in IK solver
Roland, if confidential, post more details on setup and the asset in a private message for us to respond.
Best!
Thanks, i’ve already sent an email with attachments