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We Need Unreal Engine IK Bone Support

Posted By depredor2018 3 Years Ago
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We Need Unreal Engine IK Bone Support

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depredor2018
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depredor2018
Posted 3 Years Ago
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30% of original size (was 1688x840) - Click to enlarge

This is my only complaint in regard to iClone 8. If you look at the picture above the animation comes through perfect for everything but the ik_hand_root chain.
Not only that but you have to export your characters for Unreal Engine and re-import them to get access to those bones.
To top it all off there is no way to constrain bones inside of here as far as I can tell.

Additional Information Regarding Unreal Engine IK_Bones:
IK bones in Unreal are used to keep hands synchronized during gameplay.

The IK Bones ik_hand_l, and ik_hand_r will always follow the hand bones...always
(The reason they aren't connected is because Additive animations when played over the top of other animations will distort the positioning of these if they are actually bound to those bones.
So, to fix this they leave them unconnected inside Unreal Engine but use constraints inside animation software to force them to follow the hands. They then use what they call Virtual Bones that point from each hand to these bones inside Unreal Engine as Effector Targets on a Two Bone IK, this makes the hand follow that Virtual Bone. The point of this is, say we have a breathing animation playing over the top of everything...normally it would have the hands moving in opposite directions.... this forces the offhand to stay synchronized with the hand holding the weapon...during the Additive animation. Virtual Bones don't seem to be effected by additive animations inside Unreal, that's why they can be used to stabilize the hands when these bones are setup properly on an Animation)

The ik_hand_gun bone is what the weapon or item will actually be attached too during the animation. "In the Unreal Engine I recently learned I could use Control Rig to modify animations in such a way that I could constrain the bones appropriately and force the ik_hand_gun to follow a specified hand with an offset I specify....I would much rather be able to do this inside iClone 8 as it would be far better and less painful...Control Rig still has some issue's and if you don't do your rig right it can cause issue's with your animations."

I don't expect this to ever be supported but I promise you Unreal Engine developers would be really stoked over this, and I don't see why Unity developers wouldn't be able to take advantage of it either.
dpolcino
dpolcino
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Along this same line, it would be nice if autosetup could create the new IK Rig, so then retargeting is most of the way there for us.

Dave Corwin Polcino
Reallusion Web Series: ADULT ANIMATION SERIES
Company: Noise and Vision
depredor2018
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Or at the very least a Control Rig setup for modifying and fix the IK hand bones at the very least.
User1278365123
User1278365123
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I am facing the same issue. At first I though that I could solve this by importing my character as a Non-Human and then Characterize it. But I haven't found a way yet to create constrains for ik_hand_l, and ik_hand_r bones so that they follow the hand bones. I could do this in Maya of course. But like you, I think that it's something that needs to be supported inside iClone 4 or CC4. These IK bones are essentials when creating Unreal animations nowadays.

"I promise you Unreal Engine developers would be really stoked over this"
I wholeheartedly agree.
yepkoo
yepkoo
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The program definitely needs to create automatic rigs when importing.
I did this by referencing the UE4 rig file. I made a video about it below.
It takes quite a long time.

https://www.youtube.com/watch?v=NAr9JL9G9nU

The Vroid studio plugin automatically creates the rig file and it only took me 3 minutes.

https://www.youtube.com/watch?v=0VdSjF8eGEo

Frankly, I would expect the automatic rig creation system to be in CC programs, not Vroid plugins.

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"The Vroid studio plugin automatically creates the rig file and it only took me 3 minutes."
Does that plugin solves the issue with the IK Bones ik_hand_l, and ik_hand_r for Unreal?
yepkoo
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I've never looked at the vroid character's bone structure and didn't have time to test it. It should probably be working.
I probably think that these bones are defined as absolute in the rig file.
I just transferred it and added it to the scene as my main character in a few seconds.
But Vroid Plugin only works for vroid characters.
I found it strange that a feature that only exists in the free system is not in a system where we spend tons of money.

But if you want to try it, you can use the links below.

https://vroid.com/en/studio
Plugin:
https://github.com/ruyo/VRM4U/releases/tag/20220513

Of course, this is not the only problem with the plugin.
Shaders still don't work properly and hair physics is messed up.
I think this plugin is not developed and just adapted to newer versions of UE.

I hope the RL team will make an improvement for both auto rig support and other issues.




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