UE5 DragonIK VRIK Template Project (Link in description)

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  • Опубликовано: 13 янв 2025

Комментарии • 16

  • @eternalmonkegames1859
    @eternalmonkegames1859  2 года назад

    Hey everyone, there is another even better example project everyone can try. This one is built on top of the VRE (VR Expansion) example project, and works for UE 4.27.
    github.com/codehawk64/VRE-DragonIK-VRIK
    From now on this repo will be the one that will be constantly updated. It has all the goodies of the amazing VRE kit with dragonIK!

  • @VRBen
    @VRBen 2 года назад +3

    This looks fantastic! Unfortunately Sanity City is still going to be stuck on 4.26 for a while, but your plugin does work splendidly there, too!

    • @eternalmonkegames1859
      @eternalmonkegames1859  2 года назад +1

      Thanks! It's a very basic but polished project for learning about 3-point IK for VR. I do have to mention there are some very useful and unique features I have crept into the latest UE5 plugin update. I will be posting videos about it shortly :)

  • @jjke3050
    @jjke3050 4 месяца назад +1

    Does this work for 5.4 ? And can you please make a tutorial to set up Dragon IK for VR player

  • @lima-ld3kv
    @lima-ld3kv 9 дней назад

    Using the animation blueprint preset in the DEMO, when I put my hands on my back of head (it looks like being searched by the police), my forearm will twist to the back of my body, which looks weird. Could you teach me how to fix that?

  • @michelangelocorrado1961
    @michelangelocorrado1961 2 года назад +1

    I am having trouble with getting this to work. Is there anyway you could troubleshoot this with me?

    • @eternalmonkegames1859
      @eternalmonkegames1859  Год назад

      Hi, sorry for the delay in response. I can easily miss out on youtube comments. If you need help setting up do visit my discord server. I'm regularly online there for support purposes.

  • @geantaurelien8625
    @geantaurelien8625 2 года назад +2

    Hello , Does it work on version 4.27?

    • @eternalmonkegames1859
      @eternalmonkegames1859  2 года назад +1

      The plugin works in 4.27 but the above example project was built in UE5. I made another 4.27 compatible VR template project recently, and combines DragonIK with the VR expansion example project.
      github.com/codehawk64/VRE-DragonIK-UE5
      The VRE+DragonIK project is a more advanced example template you can look into as it gets all the benefits of the amazing VR expansion features.

  • @xl965
    @xl965 Год назад

    amazing!but,what equipment is used here?

  • @Aero3D
    @Aero3D 2 года назад +1

    Is this multiplayer replicated?

    • @eternalmonkegames1859
      @eternalmonkegames1859  2 года назад +1

      Yes

    • @Aero3D
      @Aero3D 2 года назад

      @@eternalmonkegames1859 amazing!! So i have put this into my game. So far amazing. I have 1 question so far, so my characters hands are not at the exact position of my motion controllers. Close, but slightly off. I do have debug spheres on my controllers so i can see where they are, but the character hands are slightly out of place. Any idea what i can look into to remedy this? Thanks

    • @eternalmonkegames1859
      @eternalmonkegames1859  2 года назад +1

      @@Aero3D Hey there. Sorry for the late reply. It's always best to visit my discord server for quick replies. Glad you like the example project. There is actually another even better example project that you could try as well. This one is properly replicated and is more advanced, and it is also built on top of the VRE example project.
      github.com/codehawk64/VRE-DragonIK-VRIK
      As for ensuring the hands are aligned better with the motion controllers, you can add a new scene component as a child of the motion controllers. Then make the hand IK follow this child component. This is the approach I have taken to make the hands align properly in the VRE+DragonIK example project. Let me know if you have any other questions.

    • @Aero3D
      @Aero3D 2 года назад

      @@eternalmonkegames1859 Amazing! I am going to try this! I have realized my offset issue is due to me scaling the character mesh with the real world player height. If I do not scale the player mesh, the position is perfect. Going to experiment with making a scale offset, but if you know of any off-hand solution, that would be awesome if you could share! Excited to try the VRE version!