Hi guys,
We have added a new tutorial on look at behaviour for quadrupeds;
The link to the asset is included in the video’s description. Enjoy!
Thanks! Looks great.
Hi hi.
Anyone using the run time for UE4?
How easy is it to understand the example content and setting up quadrupeds?
I will try the trial at some point but still recovering financially and will save my trial for when i can afford to buy the runtime.
Hi Roland,
Not sure if your issue has been resolved by the IKinema guys yet or not. However, I was experiencing similar issues and have noticed that creating the Chest task as the last one in the IKinema Rig asset allowed me to place the hands on the weapon handle socket location I have setup. It seems they depend on the order the tasks where created.
Hi guys,
Another tutorial from us on setting up IKinema rig and foot placement behavior on spiders and creatures;
The demo project is available here
Hi there
Thanks, that’s the exact answer i’ve got from IKinema guys - it’s a bug and will be fixed in the next revision. Also i’ve encountered another weird stuff - “Aim with weapon” attribute can’t be set by a boolean variable node connected to it, only by a manual checkbox selection. By any chance do you have a solution for that as well? )
Hey,
I am using it through a boolean variable, that gets set based on the current player state. It works pretty well at my end.
I haven’t done quadrupeds yet but I’m using this for Octopedals (spiders) and I’m very happy with my purchase. The sample content is mostly straightforward once you’ve seen their tutorials and they’ve got most usecases covered. I also like how their rig editor is designed just like Unreal’s PhAT tool so the interface feels instantly familiar and being able to simulate IK scenarios right from the rig editor is also very neat. I have to say support from IKinema has been excellent too.
In any case, the 14 day trial should be more than enough time to test the IK usecases you care about and play with the sample content as well.
Spider tutorial, yay! Thanks for this, made me realize my current setup is probably an overkill. I was using multiple knee tasks along each leg with a foot task at the base. Looks like you’re using just one long bone at the base of each leg with a simple foot IK. Maybe I’ll try this for the next spider, redoing the armature and animations for this one is bound to be painful
I guess I still have an issue with the upgrade fee,
The issue for me is I purchase this for 4.11 (Official release)and use it, everything is good. Then it comes to upgrade fee time because the new plugin allows deployment to Linux, iOS. I don’t develop for these platforms so I am not interested in upgrading (paying the fee) New Official version of Unreal gets released, I can’t use it because the version of Ikinema I use won’t be updated only the newest version will.
I have 3 options then;
I am forced to pay £30 to upgrade so I can update UE4 and continue working with Ikinema
OR
Stay on the same version of UE4 until something I want to pay the Upgrade Fee for comes out on Ikinema
OR
Simply stop using Ikinema Runtime as it’s crippling when I want to upgrade UE4 but not Ikinema thus wasting £120 appox by not having it in the pipeline.
Re: upgrades, lets clear some confusion here - we will charge upgrade, as other software, for point releases of RunTime; This is when we add major new functionalities to the toolset.
We are considering the additional platforms to be separate products, not covered under the upgrade fee, to address the issues as as described above…
Hi guys,
We’ve added a new tutorial for you - natural aiming of props and weapons and foot placement using a single node. Reduce greatly your animation needs and get natural and organic motions.
The demo assets are available here: Dropbox - Error - Simplify your life
The new Licensing Terms are worth giving IKinema a revisit.
Hey,
So far we have to use the workaround - a proxy bool variable that’s getting set to true every time in the Construction Script execution phase and then to an actual state at runtime. This way it works ok
Any chance it will be ever working with promoted branch ?
Sometimes we get the question, can we do more than one character; Yes you can!
In this project, 29 characters are solved for around 7ms; In total 805 bones and 438 IK constraints are solved!.
(10 humans, each with 24 bones and 11 IK tasks, 10 bears, each with 25 bones and 13 IK tasks, 9 spiders, each with 35 bones and 22 IK tasks)
Is 7 ms considered fast enought ?
That is around 0.2ms per character. If you are targeting 60 FPS, you will have 16ms per frame. So you can have a reasonable character to be IK’ed within a single frame. In my case, I have an animation budget of 2ms per character. For me these are quite good :). I haven’t done measurements myself yet. I am still learning the tools. But this seems to be quite good performance.
Galeon, I guess this is your call; In this demo, all characters are solved by full-body IK, even if not in the field of view. Also all are solved on high resolution despite being far from the camera. The point is that even if you have multi-player scene with many heroes and high resolution is needed, you can still do it. There are lots of bones and IK constraints in this scene …
Do you know if the plugin can avoid IK solvers when characters are not partially or totally in the field of view ? This should help.
If the game is set properly, Unreal should handle that. The engine will stop on evaluating the animation blueprint if not in FOV