we will add the Source modules early next week under the download - hopefully you can find a solution guys …
@anonymous_user_f388629a Any thoughts on my Linux question above? link]
Hi VSZ, sorry for delaying our response. At the moment the indie support for Linux is put on hold as more priority was given to other popular functionalities like VR and other out of the box solutions…
Understandable. Please consider adding this in the future, I gathered from an old post of yours that core IKinema already supports Linux so it would be nice to see this happen.
PS: Source module for 4.12 is still not available for the plugin it seems. I’ve rolled back to 4.11 for other reasons anyway, but the lack of proper support for building from source with IKinema is a bit concerning.
What happened to the “iOS, Android, MAC, tvOS, followed by PS4 and XBoxOne” support promised in February, in the OP.
These are all available for full accounts - however releasing them here on Indie depend on demand, and at the moment the demand seems to be cantered around PC; Individual request - hard to satisfy AND SUPPORT, as a commercial entity … Still something we can do in the future - all depends on the demand/volume …
When source will be released ? I really wanted to try it out (again), but since I’m using promoted branch from github, without plugin source, it is impossible to get it working.
Im having a major issue after upgrading my project from 4.11 to 4.12 regarding ikinema . Everything seems to work fine in 4.11 but in 4.12 all the ikinema node values are reset to none . Tons of reworking in the blueprint nodes if we upgrade since our configuration data is not persistant . Another major engine breaking bug i encountered is when i just set the “Hips transform” in the footplacement node . When inputting the pelvis of the character and hitting compile on the blueprint , the whole engine crashes with an array out of bounds exception
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 804]
Array index out of bounds: 56 from an array of size 55
I pinpointed the reason for the crash but i need the ikinema team to respond for a fix . It happens when i switch between different character mesh sharing the same skeleton body . I have a set of characters (around 5) all sharing the same epic rig skeleton from the blue mannequin . The mannequin skeleton itself has exactly 68 bones while others have less than 68 . Below is the result of switching between different samples :
- Mannequin mesh : 68 bones : No issues
- Female_NPC mesh : 64 bones : No issues
- male npc mesh : 61 bones : Engine crash with breakpoint exception [Message after crash : Assertion failed: Pose.IsValidIndex(BoneIndex) ]
- warrior mesh : 55 bones : Engine crash with breakpoint exception
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 804]
Array index out of bounds: 56 from an array of size 55
- warrior-2 mesh : 55 bones : Engine crash with breakpoint exception
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 804]
Array index out of bounds: 56 from an array of size 55
Yeah, I got this assuming 4.12 support meant for the source as well. I’ve been completely unable to use it so far.
Yeah, I wanted to test it a while ago but it didn’t work with my 4.12 build
btw crash thing is fixed in the latest update . They fixed it immediately after reporting it .
Hey John, did you manage to fix the build?
No, I was not able to get a custom build of 4.12 to work with IKinema. After I saw that it doesn’t work I obviously had no reason to buy it. That was a few weeks ago, so my 14 days trial ended and I can’t test it now any more.
There is a problem with ikinema for one of my quadruped creature and its been driving me crazy for 2 days that i cant get it to work as i expect .
I have a creature which makes ikinema behave very strangely compared to my other creatures . After doing a lot of tests , its still coming out really wierd with legs and body stretching out in all directions , with feet never properly implanting the floor . I was able to easily pull off other quadrupeds and even a spider in a matter of minutes but not for this particular quadruped skeletal mesh . Its hard to determine whether its a problem with ikinema or the skeletal mesh itself .
The below meshes have different skeletons , but they are quadruped and have the exact ikinema configuration .
Skeletal mesh 1 : the crocodile creature : Problems
Skeletal mesh 2 : the fat creature with big front legs : No problems
Animation blueprint is pretty simple :
Skeletal Mesh 1 :
Skeletal Mesh 2 :
The crocodile rig has an extra bone “RootBone” before the hips.
deleting this bone should resolve the issue
I’m currently away from my system , but regarding deleting that root bone , it’s the top most bone in the skeleton . is it possible to delete it without deleting the entire skeleton ?
Tried it and i didn’t expect that was the solution . Things started to work and make sense as expected after deleting the root bone
Glad to hear that this resolved your problem.
Have you released those source modules now?