I’m planning an update at this week.
- improved elbows prediction
- support of twists within the plugin (for lowerarms)
- torso rotation improvement (torso sensitivity coefficient is not set to 0.8 by default)
Just need a bit more testing.
I’m planning an update at this week.
Just need a bit more testing.
Lowerarms twist setup
Edit: PM-ed you , thanks for help
Hi Yuri I just bought your IK Body plugin. We’re not very satisfied with the upper body pose, such that there are no pelvis tracker so the shoulder and arm location is weird.
So I also bought your mocap plugin, is there a way to combine these two plugins? We wish to attach a tracker on pelvis to ensure the upper body mocap, however the lower body part can just be IK animation, could you please give us some tips?
Hey! Has anyone figured out how to get the default hand animations working for custom meshes? I’m using a custom mesh based on the default skeleton, but it won’t let me apply the hand animations to them.
Ues retarget manager to retarget existing hand animations for your skeleton.
https://api.unrealengine.com/INT/Engine/Animation/RetargetingDifferentSkeletons/index.html
Please, mention me by @ or write PM (or write at e-mail). I often don’t receive notifications about new posts in the topic.
Update 9/19
Demo project is updated (for 4.20 only)
Executable demo is updated
New feature: flexible IK torso. Spine is twisted and bended to make sure that hands can reach motion controllers.
Note. Flexible spine it’s a major feature necessary for quality first person full-body IK. I believe, lack of this feature was the last remaining problem of my plugin, and now the plugin is closing to its final version.
How to synchronize foot animation?
The plugin doesn’t replicate legs. If necessary, you could manually replicate animation (strafe-like) and blend it in animation blueprint to legs.
Can you spell out how to replicate legs in detail?
Does plugin work with 4.21?
I cannot get this thing to work even with a simple skeleton,tried following your video tutorial to no avail and tried copying all the important stuff in the basic demo but still no joy. It either dosnt seem to calibrate or apply the animation update to the skeleton
Strafe blend space receive two parameters (X and Y speed), you need to replicate them to synchronize legs.
Can you show screenshots of your setup, including skeleton hierarchy?
Often issue: make sure that ‘Pose Snapshot’ node in the animation blueprint has mode == ‘Snapshot Pin’ and not ‘Named Snapshot’.
I dont get what the Mesh pose variable is, i dont see where its being set
it should be updated in the “Event Blueprint Update Animation”: https://pp.userapi.com/c850020/v8500…c9WxRWsuA0.jpg
Can you also show properties of the VRIKSkeletalMeshTranslator component, especially names of bones?
And make sure that animation blueprint casts pawn successfully to get references to VRIKBody and VRIKSkeletalMeshTranslator components. I. e. before node in the red rectangle at the picture above, add PrintScreen node to see if reference is valid.
If pawn actor is placed at the level and not spawned by GameMode, make sure that it (actor at the scene) has correct animation blueprint, because it isn’t updated automatically when you change animation blueprint in the settigns of skeletal mesh compoent in the pawn blueprint.
If it doesn’t help, may be you could send me your project?
Th
Both the VRikbody and translators return as valid inputs, the activate input also returns true but the initialize returns false.
Its being spawned by the player controller.
The project is stupidly big so ill set it up in fresh one if all else fails
@Rareden
Or just fbx with skeletal mesh. I would setup it in my basic demo project and send you.
Good point,
heres the simplified one in question. SK_Bip2.FBX - Google Drive