Since IKinema support is non existent for RunTime-Indie here’s a small update and a fair warning for everyone who want’s to use it under 4.11 or thinking of buying it:
it breaks the existing setup completely, even the foot placement - it simply does not work any more
creating a new rig and doing a setup all over again will get you this: look at tasks are set right, but once you hit simulate in the rig editor or play in game they will revert 180 degrees so your character will be broken like on the screenshots
I noticed also this problem with the simulate function when creating a new rig. Simulate simply does not work until I create a node using this rig in the Animation Blueprint. When this node is created the simulate function in the rig editor start to work.
Am I right assuming that this plugin does not work with custom builds of the engine? I have tried to run it with a modified build of 4.11.2 and it tells me the modules are not compatible. Is this something you will fix soon? If not, you should make that more clear on your website, since it suggests custom builds of the engine would work:
IKinema - I’ve also seen the issue above and would like to know if there’s an official fix planned.
I realize there’s a workaround provided by a user in IKinema forums (see this thread) but manually matching BuildIds on the manifest every time is clunky and error-prone - a workflow disaster all in all.
It may be worth looking at how the Substance plugin worksaround the 4.11 buildId verification change. The Substance plugin doesn’t require manual editing of DLL names for packaging release builds either (IKinema does per plugin documentation) so that’s another area for workflow improvement.
Would be very interested, but having quite Limited budjet. Is there currently any coupons to cut the price bit? That january -30% would have been perfect.
Thanks so much for posting the solution, it worked great For anyone else confused like me, you need to create a *new * “Solver using IKinema rig <…>” node in your animation blueprint even if you already had one setup in a previous version and only then the Simulate mode starts working like before.
Simulate mode for IK previews is one of my favorite IKinema features so I hope they fix this in the upcoming version. Really threw me off when I loaded the rig editor up for the first time in 4.11 today and it seemed like nothing was working in Simulate mode for both new and old rigs.
I find the following video on your website.And I try to download the IKinema Runtime plugin trial version to use .
And I meet some quesions:
1.How do i create IKinema VR rig? I just find “Create IKinema Rig” mode when right click my skeleton, and don’t know how to combine vive head and controllers with the IKinema Rig.
2.After I downloaded the demo named “IKinemaGame.zip”, I copy the content of the IKinema Plugin folder (FromSource/ Launcher, for UE4.10.4 ) to “Plugins” folder of “IKinemaGame” project.Then I play the project ,but foot IK doesn’t work, just like following image.
Awesome! I cannot wait to try this out. I have dont multiple tryouts with a full-body simulation in VR, but it just not good enough. With this feature I will once give my project another change to go for full body. Check out my this demo of IK using Ikinema.
And Another thing I want to know is that have you solved the problem that hand would overlap body model when vive controller overlap skeletal mesh ,in your IK system. in other words,that means hand would colllide with body mode itself when vive controller overlap body model .
@anonymous_user_f388629a Is a Linux build for IKinema Indie on the cards? I found this old post from 2014 where you said core IKinema already supports Linux and so a port for the plugin would be worked on later. Presumably IKinema’s priorities have changed since then but I’m really anxious to know the status of this.
I’m now in the unenviable situation where my project is nearing release and I have IK only available for Windows users and the Linux builds are without any IK at all. If I can’t get IKinema working for linux I might have to shelve the plugin altogether or find some other portable solution.
PS: I’m willing to pay for an upgrade if you can get a Linux build in!
I have bought the Ikinema-indie today, in hope, we have the plugin to work with an UE-4.12 branch. It would be great if we had, the plugin for a custom version 4.12
It seems that all of the workarounds that were OK for 4.10 and 4.11 don’t work. We will add the code to attempt building from source for 4.12 sometime next week but one need to experiment and find a stable way to make it work …
I’m researching also how to make my custom UE 4.12.5 branch with oficial 4.12 re-versioning and compatibility code versioning change. I can successfully compile the IkinemaGame with the Ikinema plugin. But the editor IDE crash with fatal error. Only the Ikinema Json module it’s rebuilt. I’m continuing some how to get it work.