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?