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Integrating a full body inverse kinematics solver in Blender

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Harrison Nordby is integrating BEPUik, a full body inverse kinematics library, into Blender. Check out this demo video to see the amazing new possibilities that this offers!

BBEPUik is a a full body inverse kinematics library ported from BEPUphysics. I've integrated it into my custom build of Blender, but the end goal is to one day get it into trunk.

22 Comments

  1. this has been around for awhile, use to always run into problems with BEPiuk and blender constraints,from what i've read on BA it's all workin great now . cant wait to try it out.

  2. Craig Richardson on

    what I would like to know is how this would work along side blender's already existing rigging tools.

  3. Ichinose Kotomi on

    I'm confused... don't get me wrong... I'm just confused as to how I should react... It's impressively... also, impressively hilarious.

    • Now that this BEPUik finally gives Blender a comparable solution to Autodesk's nice HumanIK solver, and now that Epic Games is a bit working with Blender devs to improve .fbx import/export to Unreal Engine 4, perhaps this could mean possible good news for game developers who use Blender in their pipeline.

      Perhaps this coming integration of full-body inverse kinematics might encourage Epic Games to bring their Animation and Rigging Toolkit (A.R.T) for Unreal Engine 4. Currently, it's only available for Maya/Maya LT, and it works wonderfully.

      My hope is that Epic Games makes a standalone version of their A.R.T. system, that might would support integration with other software like Blender. I don't rely on Blender exclusively for my line of work, but it'd be nice to have Blender carry as much of the workflow as it can.

      • Whoops--I jumped the gun a bit there. It's merely a proposal for GSoC 2014. I remember reading this proposal a while back and must've taken into memory as being an actual project. But here is what I was talking about:

        Muscle system for character rigging. Can have several aspects:

        Under skin volume simulation:

        New muscle primitive (maybe a bone type) that repels the mesh with a spheroidal algorithm. You should also be able to move this object and it should make the skin slide over it. A Simple jiggling effect could be added to the bone.

        Refactor Shrinkwrap modifier to work with geometry based muscles in a smooth and fast way

        Refactor Warp modifier to be able to produce non spherical forms

        High resolution muscle tension or skin wrinkle animation:

        multires sculpt keyframing (follow mesh shapekeys)

        [source: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2014/Ideas ]

        • Divine Providence on

          LOL thanks for clearing that up! You got me a little too excited there. I remember reading this too, shame it's not in development (yet). I hope someone takes it on because it's currently a huge headache to imitate a muscle system.

  4. Wow I can see great potential for posing characters that need to be quickly posed for 3d printing, cant wait to give this a try!

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