IKinema RunTime available to small and indie studios for £99

what to do with UE4 2-bone IK system solver?

Very impressive. I really appreciate the fluid realism of the animations. I’m sold! Adding IKinema to my 3D Animation Suite: IKinema Blender, Brekel, Kinect, Leapmotion.

Hi !

I wanted to aks if it is possible to get the 4.9.2 version for the plugin trial?
I just proceded with getting a trial and when redirected to the download link it says it’s for version 4.10

Thanks in advance

Regards

Unfortunately, RunTime Indie is not supported for 4.9; We have started from 4.10 …

Sorry about that

I was wondering, has anybody figured out a way to use IKinema aiming instead of UE4’s Aim Offsets for first and third person games? Is there a way to drive it from the Yaw and Pitch rather than a look-at target like the vid? Or perhaps a way to attach a look at target to the camera to achieve it? I’m at a bit of a loss if this is possible at the moment. Any help would be appreciated.

Out team is working on something like this. As far as I understand, IKinema does not accept Yaw, Pitch inputs…but a target in world space.
The way we are thinking of doing this is by taking the camera view direction (direction vector) and choosing any point along that line in world space. This point is then used as the target for the IKinema node.

We’re dealing with the same thing here, but there’s an issue - it seems from the video that RunTime can’t work with the aim poses and it requires meddling with chest look at task’s rotation (as it looks from the video). So we have to use 2+ sets of foot placement nodes with the different rigs or make some proxy offset because of the body poses - idle and aiming can’t be used with the one node because of the weird rotation issue

So far we haven’t been able to achieve result we want - autotargeting with one hand towards the enemy on keypress. It could be done more sloppy with Two bones IK native UE4 node in 3 clicks. But we still can’t figure out how to do it in IKinema and it’s bumming us out

In a tps/fps the yaw and pitch comes from the camera. Just cast a ray from the camera and use the vector of what it hits as your look target for ik. There is an extra step in tps though.

So basically a ray is constantly casting from the camera, if it hits something look at that point, else look an arbitrary distance ahead.

I am trying the 14 days trial period and I got this problem. The UE4 Editor always crashes when I have more than one skeletal mesh using the same skeleton and at least one is not using all the bones in the existing skeleton.

This is definitely a bug in Ikinema as far as I can see.

It only crashes when I use the “Solver using Ikinema Rig” in the Animation Blueprint. The “Foot placement Behaviour” Node works fine.

I am using UE4.10.4 binary

Hi ipas, could you please email more info to support @ ikinema . com and we will respond to this; We might need more information for debugging …

, can you please clarify when the next build with bug fixes (broken “Look at” functionality in particular) is coming? Your tech support guys stopped answering mails about 2 weeks ago and according to them the update was suppose to arrive 3 weeks ago

Hi Roland, This will be delivered with the update for 4.11

Thanks. Will it be free for customers who have purchased the 4.10 version?

Yeah… good question. I have been working for a week now to get this Ikinema plugin embedded into my project. ( www.bewithher.com ). I have to say it is freakin’ awesome! Soon I willl post some results.
I want to buy it too but 4.11 is about to be release.

Well, UE 4.11 is released… Yooohooo… I dying to upgrade, but I’m depended on the Ikinema plugin now. Is there an upgrade allready ? How does this work ?

IKinema RunTime-Indie for 4.11 is now out!

This update is free for all registered users, so to grab it, login to your user page and download the latest plugin.

This version includes many new features, including a bright new look at and pointing behaviour. Now the look at is not animation specific!

New tutorials and project files on dual aim are also [included](http://www.ikinema.com/index.php?mod=documentation&show=184#Creating Rigs using the Rig Editor directly in Unreal).

**NOTE: if you are using look-at behaviour, you might need to update the animation blueprint by replacing the foot-placement node with this new one!
**
Have fun!

Awesome! I cant wait to try it out and convert my project to 4.11 Yoohooooo!!!

Hi there, is there an ETA for the support of additional platforms (Mac, iOS etc)?

Thanks, Ikinema. Nice new features, trying them now. But there’s a question - will there be any support for a different “look at” offsets any time soon? Or is there a workaround for now? So far we can’t use the '“look at” because of the different body angles for the different weapons and no possibility (as far as i know) to add the offset dinamically

Also - is the “L-hand alpha” bug fixed in the 4.11 version? In 4.10 setting it to any value didn’t affect the left hand placement at all while the “Aim with weapon” is enabled