UBIK is an Upper Body IK solution for VR inspired by Mathias Parger's master thesis http://diglib.tugraz.at/download.php?id=5c4a48dc5a282&location=browse which was implemented in Unity and shared here: https://github.com/dabeschte/VRArmIK
- VR Upper Body based on two controllers and hmd
- 360deg movement
- Simple support for skeletal meshes
- Support for IK chain going from Pelvis and up
- Easy to use Plugin
- Bonus utility functions (RotatePointAroundPivot, SafeguardAngle, CosineRule, FindBetweenNormals)
- Compatible with UE4.24+
- SkeletalMesh must be rigged with the default UE4 mannequin skeleton.
- UBIKSolver is a seperate plugin now.
- Added Solver node bone axis orientation support, toggleable with a boolean switch on the node.
- Added Solver node boolean switches for Head, Right and Left hand.
- Solver node now previews within the editor.
- Re-enabled the debug boolean switch.
- Bone categories have been compacted into one common "Bones" category.
- LFS removed, no more file missing shenanigans.
- Code: renamed variables to use PascalCase for engine code continuity
- Code: replaced GENERATED_USTRUCT_BODY with GENERATED_BODY
- Code: replaced hardcoded parent function calls with Super on overridden functions
- Code: replaced debug draw with anim proxy based debug draw under engine's ENABLE_ANIM_DRAW_DEBUG
- Code: added new array called AllBones, used to validate evaluation.
- Code: use const ref where possible, optimization.
- Incorporated BaseCharOffset (X and Y component) into the local ShoulderLocation offset. This allow us to tweak the positioning back and forth of the body.
- Fix: Assume basepose in designtime, so you can see your mesh.
- Changed: Default LocalHandOffset (14,-2,0).
- First version that packages and has all the basic original BP features implemented.
- Missing feature: Upper and Lower wristbones are not implemented atm.