Any chance to get a climbing IK solution added to this, for example when climbing in bone lab the feet push against the walls. Overall nice job though dude, looks good.
No, I probably won’t add any sort of climbing functionality to it because it’s just an animation system not a VRTemplate. I will be making a VRE and probably GDXR integration tutorial though, both of which have climbing. It would be easy to IK the legs to the wall. I’ll try and include that when I end up making those tutorials! 😄
@@JakePlayableDev Hi, VRE integration tutorial would be super great. I love VRE's gripping framework, among other things, and your elegant full body IK system could nicely complement all that. I'm very interested 🙂
Nice work! I'm wondering how far you can adjust the proportions of the humanoid skeleton before the IK/anims start to look off. Is the system flexible enough that it could convincingly work for both 'regular' characters and larger skeletons, for example?
@@michaelfontana4689 I have not experimented with the limits like that, it does conform to the proportions of your rig but the extent to that had been tested stops at the different meta human proportions
A few questions. Main one being, Will you ever make Full body support or does it already have FBT Support? Second one, Does this have support for Skeletons outside of the UE4/5 Skeletons? (Not bothered if there isnt, just curious to how in depth this stuff is and what it supports outside of standard Skeletons ect) Looks great though.
I sincerely apologize. After researching on Google and community forums, I found that the Control Rig becomes invalid after packaging, which triggers the assertion: Assertion failed: CastResult [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Field.h] [Line: 958] CastFieldChecked failed with 0x000001cfc408c300. According to the community forum, the issue was resolved by changing the Editor Language and Editor Locale to English. I hope this solution will help others who encounter the same problem in the future.
Been eyeing this for a while, nice work! One question: will this work fine with hand tracking so you can control hand/finger/arms without needing the controllers?
W, could you make a more in depth tut on making a custom avatar for the full body as i am still having problems with doing so. But thank you so much anyway for this ik system.
This looks fantastic! As a beginner indie game developer, I’m curious if there’s a way to try this at a minimal cost. Could you possibly offer something tailored for someone like me?
@@JakePlayableDev Wish I'd seen this before I bought haha. Jk loving the plugin so far, bought it yesterday. Still a newb myself though and not sure if you've covered this in other videos, but is there a way to apply this to my mixamo character? Right now I can't get it to work without the head flying up and staying with the camera, and the body flat on the ground like a magic carpet.
@@FPChris jumping works as expected, I didn’t realize that I didn’t show it in the video, theres a downloadable demo on the product page if you wanna try it out 😄
Looking great Jake. The arms look much better.
Really well thought out and high quality asset. Awesome!
OMG
@@Phoenix_VR send me an email jakeplayable@gmail.com
@@JakePlayableDev email sent
This looks really good! I'll make sure to come back to it once I can afford it.
@CreepyCurlew Shoot me an email! jakeplayable@gmail.com
@@JakePlayableDevI don’t need it yet I’ll check it out in the future, I also have $1.40 in my bank account right now 😂.
I would love to see this integrated with UEVR injector
I really like the idea of VR, but when showing off ideas, we definitely need to stabilize footage.
Note taken 👍
Looking forward to tutorials on vre integration
Any chance to get a climbing IK solution added to this, for example when climbing in bone lab the feet push against the walls. Overall nice job though dude, looks good.
No, I probably won’t add any sort of climbing functionality to it because it’s just an animation system not a VRTemplate. I will be making a VRE and probably GDXR integration tutorial though, both of which have climbing. It would be easy to IK the legs to the wall. I’ll try and include that when I end up making those tutorials! 😄
@@JakePlayableDev Hi, VRE integration tutorial would be super great. I love VRE's gripping framework, among other things, and your elegant full body IK system could nicely complement all that. I'm very interested 🙂
@@JakePlayableDev A GDXR integration tutorial would be much appreciated! :)
Nice work! I'm wondering how far you can adjust the proportions of the humanoid skeleton before the IK/anims start to look off. Is the system flexible enough that it could convincingly work for both 'regular' characters and larger skeletons, for example?
@@michaelfontana4689 I have not experimented with the limits like that, it does conform to the proportions of your rig but the extent to that had been tested stops at the different meta human proportions
Very nice. Is this using the traditional MovementComponent or have you played around with the Mover plugin?
I have an example that uses the character movement component, it can be added to any pawn with any movement system!
A few questions.
Main one being, Will you ever make Full body support or does it already have FBT Support?
Second one, Does this have support for Skeletons outside of the UE4/5 Skeletons? (Not bothered if there isnt, just curious to how in depth this stuff is and what it supports outside of standard Skeletons ect)
Looks great though.
@@Lasyusha-Chan I might, I have trackers now so I can develop it, not be in the near future thought.
I sincerely apologize. After researching on Google and community forums, I found that the Control Rig becomes invalid after packaging, which triggers the assertion:
Assertion failed: CastResult [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Field.h] [Line: 958]
CastFieldChecked failed with 0x000001cfc408c300.
According to the community forum, the issue was resolved by changing the Editor Language and Editor Locale to English.
I hope this solution will help others who encounter the same problem in the future.
Plssss do a multiplayer tutorial for this
Hi! This is already multiplayer 😄
Been eyeing this for a while, nice work! One question: will this work fine with hand tracking so you can control hand/finger/arms without needing the controllers?
@@JoshuaLundquist I have not integrated hand tracking. I may experiment with it in the future and make a tutorial
W, could you make a more in depth tut on making a custom avatar for the full body as i am still having problems with doing so. But thank you so much anyway for this ik system.
Wait, the seated mode?!....can you show a seated mode for it?......like in a moving vehicle I mean.
@@Phoenix_VR there isn’t an example for it im going to make a tutorial in the future and maybe add it to the product in an update
This looks fantastic! As a beginner indie game developer, I’m curious if there’s a way to try this at a minimal cost. Could you possibly offer something tailored for someone like me?
@@TyrionTest yeah send me an email jakeplayable@gmail.com
@@JakePlayableDev Wish I'd seen this before I bought haha. Jk loving the plugin so far, bought it yesterday. Still a newb myself though and not sure if you've covered this in other videos, but is there a way to apply this to my mixamo character? Right now I can't get it to work without the head flying up and staying with the camera, and the body flat on the ground like a magic carpet.
Jumping?
@@FPChris jumping works as expected, I didn’t realize that I didn’t show it in the video, theres a downloadable demo on the product page if you wanna try it out 😄