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FULL BODY IK, Mech Spiders and much more about to hit the Asset Store!

Discussion in 'Works In Progress - Archive' started by Partel-Lang, Dec 16, 2013.

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  1. sdgd

    sdgd

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    I'm a bit curios, ... can it actually work perfectly upside down?

    I mean I have made stuff for planet. but haven't went in to animations and stuff yet, ...

    and is this IK walking around or is it walking on same spot?
    and that we'll have to implement the walking around thanks, ...

    if it has planetary than I'm much interested in this and I'll stop developing robust stuff, ... and have really advanced stuff in.
     
  2. CogumeloSoft

    CogumeloSoft

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    Very Impressive! =D
     
  3. thedreamer

    thedreamer

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    Your tech demo is amazing. There is a very good-looking tech demo you made

    But one more thing I'd like to make a suggestion.

    If possible, Please make a video using UMA

    You know.. Many people in the future will use UMA UMA will become familiar so much

    video Using UMA will be effective in some ways And there are synergy between the two
     
    Last edited: Dec 29, 2013
  4. bocs

    bocs

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    I see you take video requests...

    This will be the best one yet...


    A video of you uploading this to the asset store :)
     
  5. janpec

    janpec

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    Best thing since sliced bread...i am only starting to realise now how great timing was on your release of this system as i would need it anyways for my project.

    I have one question further, do you maybe plan to implement this into ragdoll system too, which would combine current IK system? I would pay nicely for solution like that. I know you have skills for it and there is certainly decent demand for it on Asset store .
     
  6. Partel-Lang

    Partel-Lang

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    Yes it works upside down, you can rotate the characters however you like and still use IK.

    Im not quite sure what you mean with "is this IK walking around" exactly. This is not like the Locomotion system that controls character movement if thats what you mean.

    I posted a video about that last week, check it out:


    Hold on... I have 45 tasks to go in my beta todo list... mostly tasks like create 128 x 128 icon for the Asset Store :)
     
  7. Partel-Lang

    Partel-Lang

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    I have lots of ideas for the future, including all kinds of voodoo stuff with the ragdolls. :)
     
  8. ZJP

    ZJP

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    Exactly what i thought, because the animations are extremely important in my project and Mecanim is not ideal.

    @Partel Lang
    Just another video (the last one for me). A flying man with a JetPack. :D
     
  9. Partel-Lang

    Partel-Lang

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    It's basically the same as the driving rig video I did, just replace the seat with the jetpack and position the hands to the handles instead of the wheel.

    Anyway, one more thing I want to share. Im not quite sure what anyone would need to use it for but Final IK would not be Final without this ;)
     
  10. Partel-Lang

    Partel-Lang

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    Full Body IK on a mobile device :D:


    It is quite a high end machine, I'll try to find something older...
     
  11. lazygunn

    lazygunn

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    That musics getting very catchy, i know it's an unreasonable request but when they move in time with the music i go into some happy trance
     
  12. sdgd

    sdgd

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    45 tasks eh?

    can you name them?

    so we will count down here, ... :D

    well than I'll have to use my system that I build ed and calculate the speeds, ...
    but I'm still interested in this, ...
     
  13. ZJP

    ZJP

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    Thanks

    oh.. Sort of Alien skeleton/bone :D
     
  14. goat

    goat

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    A plain 7" Proscan PLT7223G is about as cheap as you'll find. There are quite a few legitimate 'rebranded' knockoffs of the same HW. It runs Jelly Bean 4.1. WVGA with 512MB RAM. It's commonly given as a gift to game or other activities to folk that aren't developers or IT people. I know from working IT that IT people would react as if you'd given them a pair of socks with left - right embroidered on them or underwear with the days of the week embroidered on them.

    It's not that it's so low end, although I tested it, 4 simultaneous characters at 10K triangles each and 1024 texture resolution at about 18FPS is about what you can expect. At about $50 USD it's designed to be carried around without great angst if it gets lost, broken, or stolen. I'd be interest in seeing what an iPod touch 4th Gen with 256MB RAM could do as much though those are overpriced for such old HW. I'm not a employee or 'fanboy' type of either though, it's just realistically those specs are common outside the pampered IT world.
     
    Last edited: Dec 30, 2013
  15. Deleted User

    Deleted User

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    amazing! :) we are looking for realistic foot placement on terrain. Any estimated release date?
     
  16. dogzerx2

    dogzerx2

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    Partel Lang = Absolute genius!!
     
  17. Kirbyrawr

    Kirbyrawr

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    No puedo estar más de acuerdo.
    I can't agree more.
     
  18. sipon

    sipon

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    so amazing !!!can't wait !!!
    +1 for foot placement
     
  19. janpec

    janpec

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    Partel Lang, i was thinking this system actually allows to have completly non-animated animations that are run only from scripts right? For example there could be all done by script in whole game, like walk, is script that moves foot IK on Z 10 and X 10 units and then it does same on other leg. Thats walk. There would be script smooth transition so that IK wouldnt move instantly to location but rather in smooth angle. Then you could also have punches from arm that are completly scripted, and idle animation like standing and doing bit of movement in hips. So basically whole animation workflow would be completly transfered from 3d application into Unity script , it could even eliminate need for 3d app for rigging as long as there would be some good auto-rigg solution for Unity as your system currenlty doesnt do that and neither does Mecanim. Just saying as long as there is autorigging function that could be quite revolutionary.
     
  20. Whippets

    Whippets

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    @Janpec - You've seen into the future too? When I saw the first few vids I thought this is the future of animation; maybe early stages yet - but a decade down the line, fixed anims may become history.
     
  21. janpec

    janpec

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    Yeh this is way more flexible, you can easily pause or manipulate animation durring its play from script, maybe all it would need is some sort of live preview window where animation scripts are visible in realtime playing even when being in editor mode, some sort of CE3 style, becouse otherwise its a bit hard to get some more complex animations done.
     
  22. Whippets

    Whippets

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    A lot will depend upon the scripting aspect, and how resource intensive it is - but from what I've seen so far, there's a lot of motions you can add whilst playing a simple idle animation. It looks like the possibility exists for covering a lot of idle extras like stretching, shifting weight, scratching, and the like, as well as covering a good number of visual emotes.
     
  23. ZJP

    ZJP

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    The fact is Full Body IK is THE perfect tool to create (or modify) custom animations with Bezier curves and Tweener. Retargeting and this became a Dream, the developer takes control.!!!!! :cool:
     
    Last edited: Dec 30, 2013
  24. dogzerx2

    dogzerx2

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    You know, I haven't thought about it... but with Unity's improved graph animation window, and Full Body IK, you can animate fully in Unity, if you wanted to.
     
  25. ZJP

    ZJP

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    ;)
    Remember this thread?. FBY is the answer. Nothing happens by chance.
     
  26. Partel-Lang

    Partel-Lang

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    Thank you all for your kindness and cheering this on, it is a huge motivation boost :D.

    About foot placement.. I do have the component in work already, but it will not make it to the initial release, it still needs quite a bit of improvement and testing. But once it's done, you will be able to just drop it on and forget about it, it will completely maintain the look of your animation and not require any extra work like motion analysis or setting up animation curves. It is vertical correction + foot alignment only though, since Mecanim takes care of horizontal sliding anyway if you use it right.

    Full Body IK will not update if the Animation/Animator component on your character is disabled or is not animating, so the only limitation is that your character should have an underlaying animation playing. That is because without the animator overwriting bone rotations each frame, the FBIK solver would just continue solving it's own solved pose over and over again thousands of times until any otherwise invisible mapping inaccuracy and just floating point errors will accumulate and might dislocate the shoulders and thighs.

    But it is a good thing actually to have underlaying animation playing if you want to animate only with FBIK, firstly it makes your character smoothly move back to the animated pose if you weigh out an effector. Without it, if you just pulled a character from the hand for a second, you would have to use the shoulder and body effectors to get back to the initial pose. You can try this in Maya, take a HIK character, pull it from the effectors a couple of times and then see how "easy" it is to get back to the pose you started from. It is almost impossible, you definitely don't want to animate like that.

    Having for instance a long idle animation loop playing beneath FBIK walk cycle instead, I imagine, can actually have a good effect for making the walk look more natural and less mechanic, because if the swing axis of a bone is constrained by IK, the animation is still nicely playing around the twist axis. I believe it is technically possible to make a full game with FBIK effector animation only using just a single idle animation loop. I just don't know if it would be any easier than just animating your characters in a 3D application. As I've said before, if you want true AAA quality animation, you will still need mocap data. FBIK just dramatically reduces the amount of it and takes you where mocap doesn't reach.
     
  27. Partel-Lang

    Partel-Lang

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    Here's what it's like on my 3 years old iPhone 4 :)
     
  28. ZJP

    ZJP

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    Enough for an release at the end of the week? :D :D
     
  29. Partel-Lang

    Partel-Lang

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    I'm down to 40 tasks now. Getting the heavier ones first :)
     
  30. sipon

    sipon

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    Great news about foot placement !
    no matter if not in initial realase, but will be a very useful feature.
     
  31. goat

    goat

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    OK, 512 RAM. Very good to know it can do 10 characters at that. Thank you.
     
  32. Partel-Lang

    Partel-Lang

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    FBIK on itself doesn't have any noticeable effect on the memory, so it doesn't really matter how much RAM the device has for the purpose of testing it's performance.

    FBIK does have a huge positive effect on the memory though, if it helps you to reduce the amount of animation data in the game.
     
  33. goat

    goat

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    I was looking at the models in you example scene, and the triangles used to build them would be the biggest influence so as you say using Final IK won't have a bad effect. It's mostly budgeting your polygons in the models including lights shadows in the scene.
     
  34. Partel-Lang

    Partel-Lang

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    Another video. It demonstrates how Biped IK (not the same as Full Body Biped IK) performs compared to Unity's built-in Animator IK:


    @Lazygunn: this is a long one so enjoy your happy trance :D
     
  35. shaderbytes

    shaderbytes

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    Fantastic Work Partel

    The video demonstrations are showcasing the quality of the tool in great way.

    Best wishes for the remainder of your development leading up to the first launch .. and plenty sales ;)
     
  36. nuverian

    nuverian

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    I suppose there would be no problem using it with the good old locomotion system, since thats what Im using instead of mechanim for...well..obvious reasons :p

    By the way I think the forums are broken since throwing money at the screen has no effect
     
  37. ZJP

    ZJP

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    Indeed ;)
     
  38. Whippets

    Whippets

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    Post of the day XD
     
  39. Ethaninja

    Ethaninja

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    Oh me oh my, I've only just jumped onto this, and I must say sir, I am impressed! And DESPERATE! This thing would be PERFECT for my game haha. Well done man, must've been quite the effort!
     
  40. Breyer

    Breyer

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    Hi,

    very impressive work ! ;) i have two questions/suggestions

    will you add any event system? (like OnTouch, OnGrounded and so on)

    So you will realese with price as low as possible... then what you think about ask unity support for fund like UMA which is funded by unity and now realese as free and opensource for everyone?
     
  41. janpec

    janpec

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    Animator IK got humiliated:D So awesome to see how character follows that probe when you move it. Please keep uploading videos its great to see what this tool-system can do.
     
  42. Whippets

    Whippets

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    Just watched that last vid (better late than never)... and ouch, Unity Animator IK just got it's ass handed to it. If FBIK is less resource/time hungry than Mecanim too, that'll be a double whammy of ouch.
     
  43. Whippets

    Whippets

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    Just a thought - but if you target the head (or back) vertically downwards or in a J shaped curve, does the avatar sink to their knees? (thinking about kneeling/praying/begging types of emote)
     
  44. sdgd

    sdgd

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    well, ... I don't like locomotion system for 2 reasons:

    1. you cannot have it as 1. person mode
    2. you cannot slide down if it's too climbing, ... yeah it thinks it's flat while it's a hill on the otherside of a planet, ...

    I had to develop my own way witch works and with this it'd be good, ...

    I wander if it's already at 35 tasks to go :D
     
  45. Ereous

    Ereous

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    This is pretty amazing.
     
  46. Partel-Lang

    Partel-Lang

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    Happy new year everybody and once more, thank You all for the encouragements! :D

    None of the IK components check if the character is grounded or touching anything, that's not really their jurisdiction. But IKSolverFullBody for example has a number of delegates that you can add to to receive calls at certain points in the solving process, such as OnPreSolve, OnPreRead, OnPostWrite and so on if you needed to do really specific stuff (Documentation).

    I believe UMA received support just for the development, Final IK is going live hopefully quite soon already. Besides, I don't know if they would be really interested in funding parasite developers taking over their pro features ;).

    Here's a Profiler screenshot.
    $Screen Shot 2014-01-01 at 4.19.18 PM.png
    I can't really tell for sure how much Animator IK takes, since it's line in the Profiler also includes Final Pose Computation, but if I disable the Animator IK character, it goes down from 0.06 to 0.02, so the IK part of it is probably 0.04, which is the same as Biped IK.

    Yes, if you target the body effector downwards, the avatar will sink to it's knees. Then you can move or offset the shoulder effectors for bowing forward if you like.

    34 actually :)
     
  47. Whippets

    Whippets

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    All wonderful news, thank you Partel :)

    We've now seen that FBIK can take on a lot of different tasks, and accomplish them very well. Now how do we control FBIK? If I have two dozen emotes using FBIK, can I have their script in methods; so I can call a particular emote on a particular avatar?

    The scenario being, a social gathering of 20 or so people, all emoting and chatting, the server sends out the emote to all those clients in-range, and the client must then call those emotes on the specified avatar. For simplicity, a simple method call of DoEmoteWave(thisAvatar); or thisAvatar.DoEmoteWave() would be a quick and easy way to get this to happen. Obviously, as yet, we don't know the method's internal code needed to make FBIK do it's thing.
     
  48. janpec

    janpec

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    I dont really think they think that way. There are tons of assets on Asset store that are better than Pro default ones, and i havent seen or heard anything about UT hammering them down in any way.

    Anyways cant wait to get that system.
     
  49. SteveB

    SteveB

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    I missed that quote Janpec...

    ...Partel, you do realize UT receives 30% of every one of your sales; hardly call your 70% parasitic. Fact is they gave you a framework to create Final IK, which is fairly important. They're thrilled you built up from that and put in far more work than they'd ever be willing to.

    Lastly...without us purchasing Unity, we can't use your Asset...so as you can see, UT gains in pretty much every way by having a platform full of superior 3rd party tools (vastly superior tool in this particular case :D).

    Cheers and btw...

    ...HURRY PLZ KTHXBAI! :D
     
  50. Mister-D

    Mister-D

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    hi pärtel
    so any eta on the release?
     
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