Search found 3 matches

by Greywacky
Tue Dec 15, 2020 8:12 pm
Forum: Runtimes
Topic: Flipping IK Handle Solver [UE4]
Replies: 3
Views: 437

Re: Flipping IK Handle Solver [UE4]

Using your advice I have come across a solution and though I'm not 100% happy with the approach (I'd rather a cleaner, less invasive way to do it), it does appear work. I'm feeding an "offset" value into UCreatureMeshComponent::ComputeBonesIK via a variable I added to the FCreatureBoneIK struct. The...
by Greywacky
Mon Dec 07, 2020 7:35 pm
Forum: Runtimes
Topic: Flipping IK Handle Solver [UE4]
Replies: 3
Views: 437

Re: Flipping IK Handle Solver [UE4]

Your advice is greatly appreciated, and I had suspected that it might be beyond the out of the box IK solver's capacity. On your additional idea - I had already tried mixing up the order of operations a little, but perhaps I'll try tackling that angle again armed with your insight and see where that...
by Greywacky
Sun Dec 06, 2020 1:49 pm
Forum: Runtimes
Topic: Flipping IK Handle Solver [UE4]
Replies: 3
Views: 437

Flipping IK Handle Solver [UE4]

I'm attempting to flip a character using the approach seen in the UE4 Bend Physics tutorial (https://www.youtube.com/watch?v=s0ClHd1HwBk&t=586s) but the first bone in the IK handle retains it's orinial world position rather than move relative to the rest of the skeleton. In this case it's an arm bon...