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Inverse Kinematics Features?

I have been testing with UE4's inverse kinematics lately and either I'm missing something or it's pretty disappointing overall.

First of all, is there really no "full-body" IK? What I mean is that you should be able to set several targets for different bones and have the solver deal with "conflicts" by using weights that determine how much a chain can pull on a "shared chain". For example, left hand wants to point far to the left, right hand to the right, and both want to use the spine to get there. But I can only apply one IK node after the other, sort of negating any previous node's results.

Second: what about rotation limits? Both the Fabrik-node and the 2-bone-IK-node don't seem to support any kind of limits as to how far you can twist a shoulder for example. (Except with 2-bone-IK you can at least simulate elbows and knees, Fabrik can't even do that)

So, am I just not finding everything or is that really all? Is there some place that defines bone-rotation limits and works completely in the background? Maybe in the physics-asset? Or the skeleton?

Product Version: UE 4.10
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asked Feb 20 '16 at 10:20 AM in Using UE4

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avatar image MaxPower42 Feb 20 '16 at 01:01 PM

If there's anyone who has an overview of "advanced IK solutions" available for UE4, I would very much like to hear about it.

I found "Full Body IK (BIK)", which appears to be in alpha 0.4 and then something called IKinema, which, if I got it right, is pretty much engine-independent and works with UE4. I don't really know anything about those two, if they are worth the money, or if there are other alternatives.

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