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
Great stuff! I hope it makes its way into the trunk fast.
impressive and hilarious at the same time
That is really cool
awesome !!!
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.
what I would like to know is how this would work along side blender's already existing rigging tools.
Usefulness: 9.6
Athleticism: 9.2
Goofiness: 10.0
ahahaha!!!! That's hilarious!!
Great addition to Blender! Thank you Harrison!
I'm confused... don't get me wrong... I'm just confused as to how I should react... It's impressively... also, impressively hilarious.
This full body kinematics solver + the muscle deformation coming to Blender + the upcoming Viewport FX III =
https://www.youtube.com/watch?v=jYj7T9eEQ4U
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.
Muscle deformation??? I've search everywhere, and I haven't found what you're talking about. Could you post a link to the paper?
Looking back at my reference, I realize now that I jumped the gun a bit. I did remember reading about it--I just recalled it incorrectly as being a project in production. Here's my link of the prospect (not yet a project) that was a proposal for GSoC 2014:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2014/Ideas (Go down to "Animation" section)
Wait.. Muscle deformation?! When?
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:
[source: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2014/Ideas ]
Muscle deformation for blender is being developed? Could you post a link?
Looking back at my reference, I realize now that I jumped the gun a bit. I recalled reading this about muscle deformation development in Blender. I just didn't recall correctly of it being merely a prospect for development for GSoC 2014.
Here's my link of the prospect (not yet a project):
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2014/Ideas (Go down to "Animation" section)
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.
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!
Thats Awesome!
Dude this is awesome. Im re-rigging one of my charachters now. Works great!
THIS IS GREAT!!!
...and the poses hilarious eheheh but INCREDIBLE WORK!